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Conan D20 2e Return To the Road of Kings

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Published by Omega_Wanderer, 2023-07-14 10:22:09

Conan D20 2e Return To the Road of Kings

Conan D20 2e Return To the Road of Kings

Keywords: conan,barbarian,d20

50 Black Coast The Black Coast lies along the Western Ocean. Talking drums, tom-toms that beat out coded messages, can often be heard during the nights as the tribes communicate with each other. The kingdoms south of Kush, Darfar, Keshan and Punt are dominated by lush jungles, nameless and dark. Most of the dark warriors of the Southern Kingdoms are tall and rangy. These Southern Blacks are tribal in nature, resembling the great African tribes like the Zulus and Bantu. Others, the ones living in the darkest and deepest of the jungles, are somewhat shorter than most humans and are more akin to the various pygmy tribes of the Congo regions. Because of the dangers of the jungles, the tribesmen of the densest jungles walk with a stooped gait, keeping their centre of gravity low. Most southern tribesmen are not great climbers but those of the deep jungle are often exceptions to this rule in case they have to scurry up a tree to escape a predator. The cannibal Borana tribe from Conan and the Treasure of Python is an example of one of these jungle tribes. Honour As Conan pointed out in The Vale of Lost Women, ‘What would be blackest treachery in another land, is wisdom here.’ The people populating the southern Black Kingdoms are not known for their honour. Hospitality is only owed to persons of the same clan. A pledge is only binding if given to one of the same clan or tribe. Allegiance Most southern Black Kingdom tribesmen have a primary allegiance to their tribal king. This is followed by an allegiance to a secondary chief, such as a war chief. The third allegiance is to their clan chief or to their father. Dancing and Singing Dancing is a vital part of the life of a southern Black Kingdom tribesman. Every event in the life of a person or clan can be symbolised within a dance formation or movement. The southern Black Kingdom tribesmen have hunting dances, war dances, tidal movement dances (along the coast) and coming of age dances, among others. Some movements are fiery, others are undulating, others are snakelike and still others are complex and challenging. Southern Black Tribesmen are also quick to sing on almost any occasion. The Language of Beads Beaded crafts among the Black Coast natives and the southern Black Kingdom tribesmen have their own symbolic language wherein every colour and every shape of bead has a meaning. The women can create beaded crafts that contain messages about emotions, wealth and environment. Many young girls create beaded crafts to send messages to those they love. A pattern of beads in a necklace may tell a loved one how strongly a girl feels and another set of beads in her headdress may warn of how afraid she is of a neighbouring tribe. These beads can convey reprimands and they can convey encouragement. Tribal Customs The southern Black Tribesmen tend to be distant with strangers, although they are hospitable. They are easily excitable and enthusiastic. The southern Black Kingdom tribesman always walks toward his death with enthusiasm. He knows death is unavoidable and will either inflict it or suffer it. When a southern Black Kingdom tribesman hands someone something, the object must be held in the right hand only. The palm of the left hand supports the right forearm to assure the other person there are no concealed weapons. If southern Black Tribesmen walking The Black Coast and Southern Black Kingdoms


51 Black Coast in opposite directions encounter each other and neither means the other harm, they will pass on the left to show the other their weapons. Southern Black Tribesmen greet each other with a handshake, then clasp their thumbs and then shake hands again. In all cases, excessive eye contact is avoided. Too much eye contact is considered confrontational or an outright challenge. It is traditional that men are treated as superior among the Black Kingdoms. Food is served to the men first, according to their social standing, then, after the men have eaten, food is served to the women, then to the male children, then to the female children. Wives will always walk behind their husbands. When sitting down, the southern Black Kingdom tribesmen do not sit on the dirt; they sit on a piece of hide or on a shield. Even sitting is done in a certain manner. Men sit on the right of a hut with those of the highest social standing in the rear and those of the lowest in the front. Beer is brewed by the women every other day and refusing beer is an insult to the brewer. After drinking beer, rubbing the stomach is a compliment to the brewer. Despite the dangers of their lifestyle, the barbarians of the deep jungles exhibit a carefree attitude, as though the dangers do not ever trouble them. Regardless of this attitude, their minds are alert and focused. A jungle barbarian can go from laughing to utter silence in a heartbeat, freezing as soon as danger is sensed. These barbarians never rush into a confrontation and prefer to avoid danger. They always consider a situation from all sides before acting but when they do act, they do it with certainty and conviction. Southern Black Kingdom Clothing Men The dark warriors of the Southern Kingdoms wear white plumes in their hair but rarely bother with armour. They often go naked but may be adorned with rings of ivory or precious metal in their noses, ears or lips. A typical outfit for a southern black kingdom tribesman includes an ox-hide shield, sandals, a front apron (isiNene), a rear apron (iBeshu), ox-hair (or cow tail) leggings and armlets to make the body look more massive (called amaShoba), six bracelets and a feathered headdress based around a padded tube of fur (umQhele). The amaShoba are worn on the upper arms and just beneath the knees. The isiNene, or front apron, covers the male genitals and is made of coin-sized patches of skin, monkey-tails or leather sewn together. The iBeshu, or rear apron, is made from calf skin and monkey-tails and is worn knee-length by younger men and ankle-length by elders (the combination of the isiNene and iBeshu is called an umuTsha). Married men wear a headband called an isiCoco. Noted warriors may sport an inGxotha, which is a heavy, brass arm-band given by the king for impressive bravery in battle (+4 bonus to Reputation if awarded one of these). The king may also reward brave warriors with an isiQu, a necklace made of interlocking wooden beads in the shape of vertebrae (+1 bonus to Reputation if awarded one of these). Some particularly brave warriors may sport several iziQu. Many warriors wear headdresses (imiQhele) with ear guards (amaBheqe) made of monkey-skin to ensure they do not hear the pleas of doomed enemies. Unmarried warriors wear foot-long black feathers tied to porcupine quills mixed in with longer ostrich feathers on their umQhele. Higher ranking warriors include a blue feather in the front of their umQhele, or one on either side. Extremely high ranking warriors include green or greenish-black feathers along with crimson and metallic purple feathers in their headdresses. Men are not permitted to wear even a piece of leopard skin until they have killed at least ten enemies in battle. Often the first leopard skin worn by a warrior, if he is married, is a leopard skin headband. Later, as his deeds become more impressive, he might add leopard skins to his isiNene or iBeshu. Only a king would wear a kaross or inJoba of leopard skin. A kaross is an elaborate cloak of animal fur. An inJoba is a long animal skin worn at the hips; many are made of monkey-tails. Low-ranking warriors have all-black or predominantly black shields. As a warrior rises in prestige (and level), he is allowed more and more white on his shield. High level barbarians of great renown are usually called Sidlodlo Sekhandla, the pride of the people, and are permitted pure white ox-hide shields. women The women dress lightly, often wearing just a wisp of silk twisted about their hips. Others wear


52 Black Coast nothing more than a short grass skirt. Single maidens do not cover their breasts. They often embellish their skirts with beads. A girl who is engaged wears more beads and covers her breasts. A married woman covers her entire body. She wear an isiDwaba, which is a thick, pleated cowhide skirt softened by hand and treated with animal fat and charcoal. A younger bride may decorate her isiDwaba with beads but older matrons will usually just wear it plain. Over this skirt, a woman may wear a beaded or a cloth skirt. She may wear a top heavily decorated with beads; the beads communicate a message only her husband will understand. Women also wear isiCholo, a wide hat made of grass, cotton, straw and beads that is sewn into the hair. The isiCholo last a few months before needing to be remade. Some are an impressive three feet in diameter but most are not so grand. Pygmy Clothing Clothing is not worn among the pygmy tribes of the deep jungle while in their natural environment. At best, they may wear a loincloth when travelling to a village or town to trade. Although they may not wear clothes, they are not unornamented. The savages of the dense jungles wear facial ornaments that startle those who have never encountered them before. These ornaments include but are not limited to large plugs in earlobes or lips, bones inserted in various parts of the face or extensive scarification of the face. These denote status within the tribe. Children are not decorated or ornamented until they come of age. Sex Roles in the Southern Black Kingdoms Men Men are in charge of hunting, war, taking care of visitors, making decisions, owning the hut and all of the family property (including the herds). They can make binding agreements. Men also carve tools out of wood in their free time. Women Women in the southern Black Kingdoms are subservient to men in almost all respects. Women do virtually all of the work, including collecting wood from the forest, cooking food for the family, fetching water, taking care of the children, tending fields, making tools and pots, brewing beer, taking care of the elderly and infirm and so on. If chores take the women away from the village, such as collecting wood often does, the women travel in small groups for company and protection. Women may not make binding agreements, own huts or other property or attend to visitors on their own. Women who have cattle do not technically own the cattle; they keep the cattle in trust for their sons to inherit. Children Children are raised by their mothers and are taught to respect their elders. They are not allowed to speak unless spoken to. There is usually a considerable emotional distance between a father and his children. Boys grow up looking after the family’s herds. They leave home early each morning. They return later for milking the cows and a meal, then they take the herd back out again in the afternoon. The boys often engage in stick fighting as they prepare to enter the amaButho (regiments). When boys turn 15, their fathers give them their first spears and charge them with carrying their elder brothers’ equipment to and from the military kraals. Girls learn how to carry water with small gourds as their first chore. Mothers braid supports into their daughters’ hair to help the young girls learn to carry the gourds on their heads. Girls are then taught how to plant and harvest. By the time a girl is eleven, she has her own hoe, can build a fire, can watch small children and can cook. While there is little bond between a father and his children, brothers and sisters often have close, strong bonds. Love and Marriage Southern Black Kingdom tribesmen are not terribly forgiving of pre-marital sex and are definitely not forgiving of premarital children. Young people practice uku-hlobonga, which is non-penetrative sex. If penetration happens, the young man must pay the girl’s father a cow. If a pregnancy results the girl is ostracised and the boy or man bears the bulk of the blame.


53 Black Coast Men typically marry late in life, serving as warriors for many years first. Few adventurers will be married. Women usually marry young. Men are not allowed to marry until all of their sisters are married. Marriages are typically arranged between two different kraals as a method of peace-keeping, although sometimes love prevails and two people may decide to marry regardless of any arrangements by the chief. If two people decide to marry, the man proposes. A woman will give a young man who has successfully proposed to her a set of betrothal beads as proof of her acceptance. The prospective groom must now pay the bride-price, which is usually around eleven head of cattle. Should there be a problem with the bride later, the bride’s father may have to pay back all or some of the cattle. Southern Black Kingdom tribesmen practice polygamy. The first wife usually helps her husband find additional wives, as each additional wife lessens her overall workload and increases her husband’s social standing. Also, if the man can afford more than one wife, he becomes known as wealthy. Each wife is given her own hut and fields. The first wife holds the most power in the household and her hut is closest to her husband’s mother’s hut (the grandmother is a figure of power in any kraal). Social Standing Social standing in the southern Black Kingdoms is determined mostly through a system of age grades. Within an age grade, standing is determined by military decorations and possibly even marital status. The age grades are listed here. Note that age is more important here than level. A particularly active warrior might be in the Izimpohlo age group and be 12th level. He would be highly decorated and would outrank most others in his age group. He would probably command the regiment. Udibi are porters. Some enter into this age grade as early as age six, but most are 8–12 years old; They serve their fathers and older brothers as servants on military campaigns. They herd cattle behind the regiments and carry supplies, rations, extra weapons, shields and sleeping goods. AmaButu are herders and labourers. These are young men who have not served in war. They are allowed to live in military kraals as servants. They are usually in the 8 to 14 year range. iNkwebane are cadets. They spend their time training and stick fighting; they are given full black shields. They are typically in the 11 to 18 year old range. At this point, a character might be considered 1st level. An iNsizwa is a young warrior, usually in the 14–24 year old range. iNsizwa are initiated from the cadet age group when new regiments are needed. On average, they are 3rd level. Their shields may have some white on them but not much. Izimpohlo are experienced warriors. They are typically around 23–28 years old. They are usually around 5th level. uMpakati are veteran warriors; they are often around the age of 32. Their shields are mostly white. They are often around 7th level. iMhlope are junior elders. They are usually married. Junior elders are around the age of 40. Their shields are often entirely white. They are often around 9th level. At this point, unless the characters are called to advise a chief or king, they settle down in a kraal and raise a family. Most adventuring stops. iKhehla are senior elders. Few survive to reach this age group. Some are around 10th level, but most are still 9th level, as their experience-earning years are far behind them. Social Mobility Social mobility in the southern Black Kingdoms is mostly a waiting game. When a person’s age grade is promoted, the person gets promoted along with the others in his age grade. Initiation ceremonies into the next age grade take place every few years. Marriage is also a sign of social status. More militaristic kingdoms forbid marriage until the king allows an entire age group to get married – resulting often in a mass marriage ceremony as a group of warriors retire and become elders. Less militaristic kingdoms allow married warriors and marriages occur whenever desired or as the chief of each individual kraal dictates. The Kraal Southern Black Kingdom tribesmen live in kraals, which are two concentric palisades built out of thorn trunks on slight slopes. The inner circle is for the cattle; calves often are placed in a smaller enclosure within the inner circle. The huts of the southern Black Kingdom tribesmen are built between the inner and outer palisades. The main entrance is at the lower end of the mild slope the kraal is built upon. The kraal is built on a slope so rainwater cleans out the kraal and enemies


54 Black Coast have to fight uphill. Somewhere in most kraals is a pile of stones called isiVivane, which are signs of respect for local nature spirits. Some huts are small and built on poles. These huts are storage units or are used as watchtowers. One is usually located near the main entrance and if, for example, the main entrance faces due south, other watchtower huts would be positioned in the northwest and the northeast. Opposite the main entrance is the largest hut. This hut belongs to the chief’s mother, who holds a lot power in the family. To the right of the chief’s mother’s hut is the chief’s hut. To the left of the chief’s mother’s hut is the hut of the chief’s primary wife. Next to the chief’s hut is the second wife’s hut. Next to the primary wife’s hut is the third wife’s hut. The pattern continues should the chief have more than three wives. Other huts are built for any others who might live in the kraal, such as sons who get married the chief’s younger brothers and their families. A hut for unmarried girls is built to the left of the main entrance. Another hut for the unmarried boys is built to the right of the main entrance. The eldest sons are expected to keep an eye on the entrance at all times of the day or night. They decide if visitors are rejected, made to wait or ushered in immediately, usually according to instructions. The visitors allowed into the kraal then listen as the escorting son sings the praises of the chief. The son watches the reactions of the visitors closely. In this way the oldest sons come to know those who visit their father and learn how various visitors are treated in preparation for the time when the eldest son becomes the chief. Kraals are moved every twenty years because the community’s slash-and-burn agriculture methods deplete the soil. Huts Southern Black Kingdom tribesmen live in beehive huts built according to traditional patterns. Men use a collection of sticks to make a circle on the ground around a central tree trunk. Women braid split reeds and grass, using them as material for thatching the hut. Doors are always low so enemies must stoop before entering. Floors are made of a thick mixture of dung and termite mound. This mixture dries rock hard and can be polished to a mirror-like finish. A raised hearth of the same material is built near the central column. Smoke from the hearth passes through the thatch, which keeps the hut fumigated. The hut is warm in the winter and cool in the summer. Pygmy Homes The pygmy tribes of the central jungle regions do not build kraals or huts. They make their homes from wood and leaves or from sun-baked mud bricks. Trade and Economy The tribes of the Black Coast have constant dealings with Stygian and other foreign merchants; these dealings often take the form of raiding and piracy but some peaceful contact occurs. The people along the Black Coast have access to Hyborian weapons but these are expensive and there is little training available in their proper use. Coastal ships from Stygia, Shem, Argos and Zingara ply these waters, trading regularly with the tribes. Stygia is the primary trader here and often attempts to block other traffic. Cattle are the measure of wealth in the southern Black Kingdoms. Men are likely to pay more attention to their herds than they do their wives. The Military of the Southern Black Kingdoms Power in these lands is equated with military prowess or strategic innovation. The primary weapon of these tribesmen is the spear. A club is usually carried as a backup weapon. Traditional combat entails charging the enemy with an ox-hide shield, locking that shield with an enemy shield or weapon, moving the enemy’s weapon or shield aside with the shield, then stabbing the enemy in the ribs or stomach with a stabbing spear held in the hand behind the shield. Ranged weapons include the throwing spear rather than a bow and arrow, which is regarded as the weapon of a coward because it does not allow an opponent a chance at combat, honour and glory. Any southern black kingdom native seen using a bow and arrow suffers a –2 penalty to Reputation among his fellows. This does not apply to Southern Islanders.


55 Black Coast Ritualistic displays of aggression are often used to intimidate an opponent rather than provoke an all out war, since most tribes are too small to survive if they sustain heavy casualties. Further, dancing is an important part of daily black kingdom life and is part of military training. The regiments are known as the amaButho. They are commanded by inDuna. The inDuna are military commanders. Their actual rank in relation to other inDuna depends on their age group and the amount of personal decoration they have earned for bravery in battle. The military of the deep jungle regions are even less developed. Their most common weapon is a poisoned dart sent spinning from a blow gun. They usually attack from ambush and wait until their prey succumbs to their poisons before revealing themselves. Religion in the Southern Black Kingdoms For more information on both the Inquices of the Black Coast and the gods of the interior southern Black Kingdoms, see Faith and Fervour. A brief overview will be provided here. Religion Along the Black Coast Along the Black Coast, the natives practice a black religion centred around frightening spirits known as Inquice or Loa or Baka (depending on the specific tribe). These spirits are considered minor deities for the most part and they run the range of human characteristics, emotions and traits. Rituals are performed in secret languages known only to the priests. Central to the religion is the belief in the efficacy of sacrifices. This religion also has ancestral worship aspects as well. Priests and sorcerers along the Black Coast are called Nganga. Most of them focus on spells and feats that require Magical Links. Fetishes and drums play a large role in the activities of the Nganga; see Faith and Fervour for rules and text concerning Black Coast fetishes and drums. Also see Faith and Fervour for the White Darkness spell, an important spell in the religion of the Black Coast. Witch-finders of the Black Coast dress in feathers, bells and snake-skins. Religion Among the Southern Black Kingdoms Most southern Black Kingdom tribesmen believe in an uncaring creator god who is the Source of All Things. This source is often called Nkulu but the name may vary from tribe to tribe. In interacting with this Source, the tribesmen must appeal to the spirit world (Unkulunkulu) through their ancestors, the AmaDlozi. The AmaDlozi can only be reached through Divination. The AmaDlozi must be remembered and praised constantly lest they feel they have been forgotten, at which point they make their presence known through problems and ill fortune. Further, the southern Black Kingdoms hold an animist view of the world. Spirits exist within animals, forests, caves and objects. These spirits may have names, such as Jhil or Ajuju. Most kraals and villages have a pile of stones called isiVivane to show the local spirits respect. This pile of stones is created when tribesmen pick up stones with their left feet, take them into their right hands and place them in the pile before starting off for a journey. Lightning is considered extremely holy, a direct instrument of the spirits. No one may use a tree struck by lightning, eat an animal killed by lightning or mourn a person killed by lightning. The spirits have decreed their death or destruction and no one will gainsay the spirits’ right in that regard. The struck thing had obviously incurred the wrath of the spirits and so deserved its fate. Wizards and sorcerers in the Southern Kingdoms are known as shamans, isangoma (female) or inyanga (male). The isangoma tend to be spiritualists who commune with the spirits of the ancestors. The inyanga are herbalist shamans, wise in the magic of flora and fauna. The shamans are usually witchfinders or priests of dark gods such as Jhil and Ajujo. Sorcery is condemned throughout the southern Black Kingdoms unless one is an isangoma or inyanga. Anyone found to be a sorcerer outside of his religion is tortured and killed. More information can be found in Faith and Fervour. Tribal Government The title of chief or king applies to anyone from a village headman to a god-like king of many clans. Often a Black Kingdom chief is the warrior with the


56 Black Coast largest resources and armies. In most cases, a hereditary chief holds a ritualised position, a mere expression of symbolic authority. The symbolism is important, however and his authority is sanctioned by the tribes because he is regarded as a living pledge of divine favour for the clan. The hereditary chief is the focus of innumerable rituals. The title rarely passes from one chief to his chosen heir except by the death of the chief. A council of elders chooses a new chief from among all of the chief’s male children, thus most new chiefs have at least one level of barbarian under their belt. The hereditary clan chief is responsible for the ritual success of the clan. The head of a southern black tribe is the iNkosi. He is regarded by his people as a father figure and is the source of their wealth, the spiritual symbol of their tribe and the man who determines the fate of his people. For a warrior to die in the service of the iNkosi is the height of glory. A potential iNkosi must first prove himself as a warrior before he is acknowledged as the heir to the throne of his people. The iNkosi is advised by a council of headmen, clan elders required to live at the iNkosi’s kraal for a while as advisors. High ranking soldiers (isiKhulu) are also part of this council. Beneath the iNkosi are the chiefs, the heads of households or kraals. A chief settles all disputes. Any dispute he cannot settle is settled by the tribal iNkosi. If a chief fails the iNkosi, he and all of his subjects are put to death. A chief who is perceived as weak, cowardly or stupid would likely be killed by his own offspring to avoid his making a mistake that would cause the entire clan to be slain. If a family is too big for one kraal, the eldest chief is chosen as umNumzani, or headman. These headmen usually live at the kraal of the iNkosi. Major Geographical Features of the Black Coast and kingdoms The Black Coast is primarily jungle; further within, the region is mostly wilderness and is largely unexplored. Jungles, steppes, forests and more await those who pass the beeches and head into the dark heart of the Black Kingdoms. Afu – Afu is a river south of Kush. Coast of Bones – The Coast of Bones, as described by John Maddox Roberts, is a shoreline of jagged, white rocks six days south of the Zarkheba River. The cannibal Borana people live near this coast. Great Savannah – The Great Savannah lies south of the jungles in the centre of the southern Black Kingdoms. Green River – The Green River is a sluggish river of the Black Coast that disgorges vast amounts of green scum into the Western Ocean off the Coast of Bones. The water is laden with jungle diseases. Fresh water can be found an hour upstream where fresh clean water trickles in from some hills. The river is home to crocodiles and hippopotami. Three days inland one comes to the Giant’s Fall, a beautiful waterfall from an escarpment. Mountains of Jukala – The Mountains of Jukala are a range of mountains and volcanoes south of Keshan. The snow covered peaks and glaciers provide runoff that flows into the Styx. Hot springs and other evidence of volcanic activity are common. According to Leonard Carpenter, the rare silver lotus grows on the slopes of these mountains. Vale of Lost Women – The vale of lost women is a broad valley in the south that is thick with white blossoms and towering trees with waving fronds. The blacks speak of this area with fear. The brown-skinned race that lived here before the Bakalahs sent their young women here, where they were turned into white flowers to escape the ravishing blacks. The natives will not go here. The slopes of the valley are so gentle that one is likely to arrive at the bottom of the valley without even realising it. Watambi River – The Watambi River is the first major watercourse south of the Zarkheba River. This river is also home to the Dragon-Riders, a legendary tribe who ride the river standing on the backs of crocodiles. Zarkheba River – The Zarkheba is a poisonous river that empties into the ocean. It is a river of Death. Its banks are jungle-shrouded walls of mystery. Up the river at some distance is a city of giant towers and incredible walls. There are no crocodiles, birds or four legged beasts of any kind inhabiting the river or its environs; only venomous reptiles. The ruins of the City of the Winged Ones can be found along it (see Ruins of Hyboria for details on the City of the Winged Ones). Zikamba River – The Zikamba lies on the Black Coast directly east of the Nameless Isle. It is a small, sluggish river whose banks are thickly grown with tall, slender palms and heavy underbrush.


57 Black Coast Important Black Kingdom Villages and Tribes Abombi – Abombi is a town on the Black Coast that is raided by Bêlit and Amra (Conan). According to Roy Thomas, Abombi is built on the ruins of an elder race’s city. Bakalah – The Bakalah are a savage tribe which live just south of Kush’s borders. They often raid Kushite raiders, raiding them in turn after they raid Stygia. Near to them are the Bamulas, another warlike tribe of the region just south of Kush. Tools and implements are made of bamboo, stone, ivory, gold or bronze. They eat smoked meat, roasted yams, mealies and bread. They drink a type of beer. Their villages, which are protected by bomas, are collections of thatched huts hung with mats made of bamboo. They use elephant-tusk horns as well as drums in their ceremonies and magic, punctuated by hideous chants and frenzied dancing. Their victims, if not sacrificed for their shamans, are fed to wild animals. Bamula – The Bamula are a warrior tribe south of Kush and near the land of the Bakalah. For about a year, Conan was their war-chief. Fashoda – The Fashoda are a savannah-dwelling tribe who base their lives and religion around cattle. They live within the Great Savannah south of the jungles. They are a fairly uniform people, indicating they marry and breed within their own tribe. The higher the social status, the more clothing and the fewer ornaments are worn. Fish are abominations to the Fashoda and are never eaten. Jihiji – The Jihiji are another tribe south of Kush, probably near both the Bamula and the Bakalah. They hold a truce with the Bakalah and are a strong people. The Bakalah alone are not enough to fight them. Kchaka – The Kchaka are a southern black kingdom tribe near Zembabwei. The Zembabwans are related to this tribe. Kulalo – Kulalo is the royal village on the Black Coast where Juma is king of several united tribes in the region and is approaching the size of a real kingdom. It is near the northern edge of Amazon, although several small tribes lie between Kulalo land and Amazon. The people of Kulalo think it an honour to ‘loan’ out their women to friendly foreigners, although the men expect a gift afterwards. The women wear only a few beads and bangles for clothing in the hot jungles here. The men wield stabbing spears (assegai) and leopard-skin loin cloths and plumed headdresses. They worship Damballah, a creator god. Kungado – The Kungada are a tribe of the southern Black Kingdoms east of Bamula territory. Matubis – Matubis is a large village north of the Watambi tribe. Matubis is a coastal village and carries on a significant amount of sea trade. Suba – Suba is a tribe off the Black Coast. Sakumbe of Suba was a fat corsair who sailed with Bêlit and Amra (Conan) and the Suba as a whole are friendly to the Black Corsairs. Bêlit is said to have lived for a while with the Suba. The Suba worship Ajujo the Dark One. Wadai – This is a tribe that wears their hair closely cropped to their heads. Many of them are sold into slavery and a few work in Zamboula. They live in the jungles to the southwest of Zembabwei. Watambi – The Watambi, located south of Matubis, are a tribe of the Black Coast. They live around the Watambi River. They gave Bêlit ivory in tribute in exchange for their lives. Zumba – The Zumba are a tribe living on the Great Savannah, which occurs before one reaches the mountains. They farm and raise cattle. The Zumba and the Fashoda raid each other’s cattle herds. Adventure / Campaign Hooks A family member of one of the characters may have been captured by savage tribesmen and transported south of Kush, either for ransom or as a slave to the war-chiefs or as a sacrifice to some bestial god. The adventurers must travel to the Black Kingdoms, dive into the lush jungles and hope they can make it through to the dark kingdom rumoured to hold their beloved kin hostage. A savage chief of one of the tribes has offered a ransom for the return of his son, stolen by raiders and sold into slavery somewhere in the northern Hyborian realms. The characters must steal away the slave and return him to his kingdom, fighting past hostile tribes who would also like to have their hands on the son of a rival king.


58 Border Kingdom The Border Kingdom is a mysterious kingdom about which Robert E. Howard says little other than it is a Hyborian nation. Virtually everything known about the Border Kingdom comes from later authors, such as L. Sprague de Camp, John Maddox Roberts, Roy Thomas, Richard A. Knaak and others. These writers have established that the Border Kingdom is the home of exiled nobles and rebel heirs of the greater Hyborian kingdoms. The Border Kingdom serves as a safeguard between Brythunia and Nemedia and the savage tribes of the north. Criminals of all sorts find refuge here and have hidden here for generations. Many of these have raised decadent families alone in the wild, creating in-bred hamlets and villages that eventually deteriorate into something less than human. Of course, the humans with their own vices are sometimes worse than the sub-humanoids. Few inhabitants of the Border Kingdom are friendly. Most are paranoid. Outsiders are usually threats, so most are killed and looted quickly to minimise the potential danger a stranger brings. Out in the wild, a horse means more for survival than companions. Without a horse, the odds of surviving travel through this forbidding land are remote. Some inhabitants eschew the relative safety of the settlements, preferring the freedom of the roads. Some are merely bounty hunters but others are wandering tribes of gypsy-like clans. Border Kingdom Clothing People in the Border Kingdom dress in whatever clothes they have brought with them or in whatever clothes they can trade, buy or steal from the caravans. Typically they dress similarly to the natives of whichever kingdom is closest to their homes. Most garments are worn until faded and tattered to uselessness. Inhabitants of the Border Kingdom have more to worry about than clothing. Most characters who live for any length of time in the Border Kingdom take a few ranks in Craft (clothing) or marry someone with such skills so they can make decent repairs on their clothing or make replacement clothes using crude, local materials. Simple frontier clothes (Craft DC 5) wear out in a day of rough wear. Typical border clothing (Craft DC 10) wears out in a week of hard wear. High-quality clothing (Craft DC 15) lasts nearly a month. Superior clothing (Craft DC 20) can last up to three months with only the most minor of repairs. The Games Master may adjust Craft DCs depending on circumstances and materials at hand. Trade and Economy While much of the land is inhospitable and fit only for raising goats or sheep, some areas permit subsistence farming. Most of the larger towns exist on the trade routes, where robber barons earn a living extorting revenue from the traders that pass through in exchange for safe passage, although some desperate barons will loot the caravans regardless of any promises made. The merchants put up with this because the extortion and bribery is still less than the tariffs and taxes of Nemedia. Nemedia, of course, resents the lost revenue and raids the Border Kingdom in the self-serving belief that the robberbarons owe Nemedia for the avoided tariffs and taxes. Caravans caught using the Border Kingdom routes by the Nemedians are usually treated harshly, as are the barons themselves should they find themselves in Nemedian hands. Youths in the villages and itinerate homes across the Border Kingdom flock to the towns for romance and excitement, creating a bustling environment in most of the Border Kingdom The Haunted Land


59 Border Kingdom towns. Although most of these towns are dirt poor, they do sport pubs and other forms of public entertainment for the caravans. Other than the caravans, people in the Border Kingdom tend to remain close to home for most if not all of their lives. Going out too far is dangerous. Kidnapping and slavery are common. The countryside seems to be largely inhabited by sub-humanoid demons, such as the Yemli in the Haunted Lands, the Beast-Men of the Great Swamp and the degenerates that live around Eridu. Many of the weapons in the Border Kingdom qualify as primitive weapons, often made out of inferior metals due to the lack of natural ore mines and the difficulty in procuring quality ores and metals in trade. The Border Kingdom is, unfortunately, always going to have an unfavourable trade balance because they have little to offer the surrounding nations. Some ore is mined out of the Cimmerian mountains but the Cimmerians take their toll on those who intrude within those depressing peaks. Quality weapons cost as much as 1d4+1 times more than they would in Nemedia. Virtually everything offered for sale in the Border Kingdom is made locally or stolen. There are few stores for shopping. Most people are fairly self-reliant and do not shop for goods. They are more likely to trade with their neighbours or rob a caravan than go shopping. As in the Westermarck, the Border Kingdom mostly operates on the barter system. They have no centralised government to mint coins and the value of a coin is directly proportional to the amount of metal in it. There are a handful of trading post stores along the main caravan routes, although these are uncommon. For non-weapon items (other than alcohol), roll a 1d6 and add that amount in silver pieces to the standard price of the item to find its price at one of the trading post stores. A Border Kingdom trading post store contains such goods as blankets of varying quality, coarse woollen cloths, cotton, linens, thread, lines, twine, common hardware, cutlery, kettles of brass and copper, tin goods, blacksmith goods and iron-work, hats, boots, hose, beads, needles, awls, ribbon, jewellery and vermilion. Poor-quality arms and some light armour are also carried. Tobacco, Aquilonian brandy, Kyros or Ghaza wine, Nemedian ale, salt, tea, brown sugar, flour, spices, salted pork, dried meat and candles are also common goods found in the post store. Meat has to be salted or dried for storage. Dried meat is the more common due to the high cost of salt. Corn mush and pea soup is common fare for those staying at the post and eating out of its kitchens. Religion in the Border Kingdom Although the Border Kingdom is Hyborian, it is home to many strange religions and ideas. Some of the entities worshipped in the Border Kingdom include: Bori The hero-god of the Hyborians before the arrival of Mitra is still worshipped in certain parts of the Border Kingdom, especially those parts with Gundermen and Hyperborean residents. Some exiled Hyborians take up Bori worship as an act of defiance against the religion of whatever kingdom exiled them into the Border Kingdom. More information on Bori worship can be found in Faith and Fervour. Mitra The Border Kingdom is a Hyborian nation and largely worships Mitra, the ‘universal god of the Hyborians.’ Mitra is regarded as the one true god by those who worship him, the commander of the heavenly host and the saints. His followers are suspicious and intolerant of other cults, although the cult does not have the power in the Border Kingdom to do much about the various cults and religions that persist in the secret places of the baronies and provinces. Information on the Mitran cult can be found on page 16 and in Faith and Fervour. Ymir The frost giant Ymir is also worshipped, especially in the areas bordering on Asgard. Ymir and his religion is detailed in Faith and Fervour. King Bull The people of western Border Kingdom pay homage to King Bull and hold a festival in his honour every autumn. Anyone may attend this festival in peace but a certain ritual is performed on the second night of the festival by nude highborn women and any man who witnesses this ritual is summarily executed. The King Bull is a flesh-and-blood bull that the people believe is possessed by a divine spirit. When the current King Bull grows old, if it has not already been slain by a younger bull, it is killed during the Festival and another is chosen.


60 Border Kingdom Border Kingdom Government The government of the Border Kingdom is difficult to categorise. Robert E. Howard calls it a Hyborian kingdom but the later writers usually characterise the Border Kingdom as a land without a unifying king, ruled by barons who do as they like. These barons are often exiled or rogue nobles from the other Hyborian nations and bring with them the customs and habits of their own lands. Games Masters will have to decide for themselves whether the Border Kingdom has a king or not. If so, it probably has a feudal government system. Major Geographical Features of The Border Kingdom The Border Kingdom is a wasteland of moors and, toward the edges, sparse forests. The land is rocky and unwelcoming. Stories tell of areas blasted by historic meteorites and of areas haunted by cannibal natives degenerated from inbred groups of lost renegades. The climate is wet and cold with ‘incessant rain’. Eiglophian Mountains – The Eiglophian Mountains are an incredible mountain range that separates Vanaheim, Asgard and Hyperborea from the southern kingdoms. Passes through this impressive range of rock and ice are usually blocked during the winter by weather conditions but otherwise afford traffic between the frozen north and the warm south. A small portion of this cold range passes through the northern reaches of the Border Kingdom. A tribe of Hyperboreans called the Verunians live in these mountains, fighting off attacks from degenerate cannibal creatures that also live in the higher peaks of the range. The highest and most formidable mountain in this black range is an ancient volcano with four extinct craters and black escarpments of obsidian and ancient lava. Snow Devil Glacier (The River of Death Ice) – This is a titanic Eiglophian glacier that flows along the borders of Hyperborea, the Border Kingdom and Asgard. It is also known as the River of Death Ice. It can easily be seen from the top of a nameless pass that leads southward into the Border Kingdom from Asgard. This pass moves along the fringes of this glacier and is dangerous because of hidden crevasses, thin snow bridges and sudden avalanches. Small, gnarled trees litter the rocky slopes of the pass, living on the water and soil brought by the glacier. This glacier is a place of fear among the people who live in the north, even among those who have likely never seen it. Of course, it is not uncommon for entire parties of men to perish on the dangerous glacier. The glacier is home to the vampire ice worm of the north, variously called the remora or yakhmar, as well as tribes of hairy humanoids who are a few steps back on the evolutionary ladder. Great Salt Marsh – This dreary basin may be the remnant of a great inland sea created by the Cataclysm. Few venture into the actual marsh, preferring instead the treacherous outskirts. The edges of the marsh are swamps and bogs of ‘cold, black water and scrubby patches of bracken cut by meandering streamlets and dotted by hummocks of dry grass’. The area is dominated by hazes and fogs generated by the bogs and swamps. The area is largely treeless and many of the hummocks are not sound. The gloomy land is thick with swooping bats, wild dogs, croaking frogs and dangerous vipers. Degenerate beast-men live among the swamps and bogs, descended from generations of run-


61 Border Kingdom away slaves and escaped criminals. If a traveller continues moving northeast through here, he will encounter rising hills and Skull Gate, the entrance into Hyperborea. Haunted Land – The Haunted Land is a vast, desolate wasteland populated by the Yemli, twisted, crimson-eyed degenerates feared by all in the north. This wasteland is dominated by tall spires of rock, flat land and a bleak aspect. The bones of the Yemli’s victims litter the landscape. Skull Gate – At the north-east end of the Border Kingdom, this curious monument marks the entrance into Hyperborea. Massive knolls define the border and a pass cuts through the ramparts. Set within one of the huge hills is a massive, human-like skull. In actuality it is the skull of a mammoth. Without its tusks the skull looks strangely like the skull of a giant. Across the brow of the skull are painted, in Hyperborean, the words, ‘The gate of Hyperborea is the Gate of Death to those who come hither without leave.’ Beyond is a rocky plain broken by stark, crumbling hills. The pass is a link between the Eiglophian Mountains and the Graaskal Mountains. Ymir’s Pass – Ymir’s Pass is a rocky valley through the craggy mountains between Cimmeria and the Border Kingdom. Although the hill-bred Cimmerians have no real need of the pass, those passing on horseback or in wagons must make use of the pass or find a way around the mountains by heading south. The fortress of Atzel lies across the Border Kingdom side of the pass. It is built from cliff to cliff, allowing the baron there to collect tribute from caravans and travellers. Cities and Provinces in the Border Kingdom Although the Border Kingdom appears virtually uninhabited, it is not as barren as first it appears. Wellworn foot trails criss-cross the nation, although a traveller may not ever see those who tread upon those trails. Small villages and hamlets can also be found, as well as the castles of the ‘barons’, those hardy villains who gained their barony not from the contract of a king but from a force of arms and their ability to dominate the lands and those that live off those lands. There are approximately 910 villages averaging 500 people each in the Border Kingdom. Nine or ten larger towns are known to exist. Trade routes exist, run by merchants seeking to avoid heavy Nemedian taxes and tariffs. The robber barons and trade towns of the Border Kingdom have their own tolls but most merchants find them lighter and easier to bear than the Nemedians and their weighty demands. Atzel – Atzel is the kingdom of a robber baron of the same name. Located north of Cragsfell in the west of the Border Kingdom, Atzel’s fortress lies in Ymir’s Pass in the Border Kingdom. The fort is built of stone yet without the benefit of mortar. The walls of the fort stretch across the entire valley entrance of Ymir’s Pass. Although Conan killed the robber baron, like as not another has taken up the fortress and continues the raiding and ruling of that forested land. Atzel has a population of 2,346. Belglat – Belglat is a busy town in the Border Kingdom. It is walled and is an interesting place to find romance, excitement and the lure of easy wealth. It is a trade town on the caravan route through the Border Kingdom. It has a population of 4,658. Cella – Cella is a village near Cimmeria that hosts annual games every summer, a series of sports that test physical strength and skill. Cella has a population of 684, although it swells to thrice that size during the annual games. Cragsfell – Cragsfell is a western Border Kingdom province characterised by helmets with bull’s horns and shields decorated with the head of a bull. Its people are horsemen armoured in cuirasses of mail or scale. The people of Cragsfell are fair-haired and blue-eyed, cousins to the Gundermen. They carry a standard decorated with a bull’s skull and bull tails. The people of Cragsfell have names similar to the Gundermen, such as Aelfrith, a chieftainess of Cragsfell. Cragsfell is a village built on a crag, surrounded by a crude wall of piled stones. The road up the low mountain circles Cragsfell so that travellers must keep their unshielded sides toward the wall, where the blue-eyed guards watch with bows and spears. At the center of the fort is a long, elaborately decorated timber hall. Cragsfell is a wooded land where pigs are raised and crops are grown and where even the commoners have at least a spear, if not a hunting bow, handy. The boys often work as servants in the keep for the cavalry and even the women can be warriors and leaders here. The people of Cragsfell have adopted several Nordheimer practices, such as steam saunas. Each autumn they celebrate the Great Festival where the King Bull, their most sacred symbol, is honoured. This festival


62 Border Kingdom is a peaceful gathering where any may attend, regardless of race or creed. Cragsfell lies to the south of Atzel. The main villages of Cragsfell have a population of over 4,000. D’eim – This is a large town dedicated to Mitra. At one time, a tower was built here, supposedly dedicated to Mitra but actually dedicated to Set. With the aid of Conan, the townspeople pulled the tower down and buried many of Set’s demons and secrets in the rubble. D’eim sits on a plain in the foothills near Cimmeria and has a population in excess of 6,000. Eridu – Eridu is a city in the eastern portion of the foothills of the Border Kingdom just beyond the mountain ranges of south-eastern Cimmeria. Eridu is not in the Haunted Lands and is to the west of the Great Salt Marsh. Yet another sub-human race dwells in the rocky badlands of this region that are not Yemli nor Beast-Man; this race is controlled by the men of Eridu. The city itself is located in a surprisingly fertile, steep-walled valley around a central lake. In the center of the lake is an island. Eridu was once a city in Brythunia. Defeated many generations past, its people fled into the Border Kingdom with their most sacred relic, a great golden rune gong. They encountered the sub-humanoids of the area and enslaved them. The city was ruled by a cruel high priest of Moloq but Conan’s arrival changed this. The people of this city had cut out the tongues of their sub-humanoid slaves, so the older generation of subhumanoids are silent. Their children, however, are not. The city is now ruled by Queen Naluna. Haraldon – Haraldon is a small village with a keep located in the western corner of the Border Kingdom. The village is thatch-roofed and the bronze-doored keep is ancient. The ruler of Haraldon uses a red fox as a device on breastplates, banners and shields. Haraldon is ruled by a merchant named Haral who was run out of Nemedia for being too wealthy and too ambitious, desiring a noble girl for his wife. Lucerthan – Surrounded by sparse forests, Lucerthan is a village located in a mountainous region of the Border Kingdom. These forests are dangerous and bleak; criminals and renegades hide here. The people of Lucerthan are superstitious and do not tolerate wizards. Castle Lon can be found in these woods, an evil place where a wizard devoted to the demoness Ishiti (see page 201) once lived. Lucerthan has a population of 314. Phalkar – Phalkar is the westernmost province of the Border Kingdom. It was once ruled by an overlord named Thormond and his wife Chrysala. Themas Herklar, a general of Phalkar’s armies, hired a trio of sorcerers to overthrow Thormond and make him regent of Phalkar. One of the sorcerers hid the daughter of Thormond and the other two created a human being named Unos and overthrew Themas, placing Unos on the throne. Conan killed Unos and restored the daughter of Thormond and Chrysala to the throne. * Alkarion – Alkarion is the capital of Phalkar. It is ruled by Stefanya, the daughter of Thormond and Chrysala. Stefanya was placed on the throne by Conan and would support him and any of his causes if the need arose. Alkarion has a population exceeding 18,000 people. Ramuda – Ramuda is a lively trading town. The town is ruled by a baron but a provincial governor is nominally his superior. A former baron was a scholar and had a stolen magical tome of dark enchantments: poisons, love potions and at least one spell to summon a demon. The townspeople killed the baron but the tome may still be around.


63 Border Kingdom Ravengard – Ravengard is a barony of the Border Kingdom. Baron Torkal Moh sends forth armed men to force ‘tribute’ from wayfarers and caravans passing through his barony. A common punishment in Ravengard is to tie criminals to four stakes in the hot sun. Ravengard is infested with rats which come out to eat the condemned men while they lie screaming. One road leads to the castle of Ravengard and the walls are at least 18 feet tall. The courtyard of Ravengard sports a horrible garden of twisted plants that eat flesh and a deep pool. Sfanol – This is a village like many others in the Border Kingdom. Sfanol sits on a caravan route between Brythunia and Aquilonia, hoping to serve the merchants who travel those otherwise desolate routes to avoid paying Nemedian tolls. Conan passes through this village en route to the province of Phalkar. He rescues a woman about to burned at the stake for witchcraft. Sfanol has a tavern named ‘The Tavern of the Ringing Bell.’ The village has a population around 550. Syternia – This is a market town located near the Cimmerian border. It is ruled by a baron who often rides out in the town to find girls to spend the evening with. Syternia has a population of nearly 4,000. Tarsus – For years Tarsus had never known war or famine and revelled in peace and prosperity; then the king died, leaving his daughter Narcia in a power struggle with the more popular Castrica. The city was soon left without king, queen, princess or wizard, so Conan and his mercenaries looted it sometime in the years between The Queen of the Black Coast and Black Colossus. A castle once stood high in the hills outside of Tarsus, the last refuge of the king in the event of a revolution but now a gaping hole marks the spot. The location is considered cursed and haunted by the people of Tarsus. Tarsus has a population of nearly 20,000. Ursonia – Ursonia is a small town about a day and a half ride from the Aquilonian border and a day and a half to the east of Zarac’s territory. Zarac – Zarac is a foul, barbarous place between Haraldon and the nearest border to the south. Zarac is about three days ride from Aquilonia and about eight hours ride to the south of Haraldon. It was founded by Karothius, an exiled brigand. He was poisoned by his mistress, Selenia, who ruled for five weeks before being killed in her bed by the Brythunian half-breed Alto, her lover. It was later ruled by a former military officer named Geris, whose scarred head was shaved save for a mane down the centre. Geris often scarred himself. He had no honour and would gleefully commit atrocities for fun. Geris, however, was recently replaced by a villain named Loth who wants to expand his holdings into Aquilonia. Zarac is a fairly large city. Local History Extremely little is recorded about the history of the Border Kingdom. It has not had a stable government nor an unbroken history since before the Cataclysm. Some reasoned guesses about the history of the Border Kingdom can be made, however. When the first Hyborian nation of Hyperborea rose and began conquering, uprooted tribes were pushed out of their way, often toward the south. As the Hyborians pushed southward themselves they surely passed through the lands now known as the Border Kingdom. These lands were inhospitable enough to encourage more southward expansion, leading the Hyborians to swarm over the walls of ancient Acheron. Even as the violent age wore on, people did not choose to live in the Border Kingdom alone. It was a place for refugees from the wars that took place as the Hyborian kingdoms formed. It may even be that the Border Kingdom, at one time, was a unified feudal society bound by oath to one king. History does not tell us. The country may have simply formed in the fragmented manner that exists today or it may have been broken asunder by civil strife. Local Creatures Beast-men Medium Humanoid Climate/Terrain: The Great Salt Marsh and the surrounding bogs Organisation: Solitary, patrol (2–4), or horde (5–20) Initiative: +0 Senses: Listen +1, Spot +2 Languages: Beast-Man ––––––––––––––––––––––––––––––––– Dodge Defence: 12 Parry Defence: 12 Hit Points: 6 (1 HD); DR 1 Saves: Fort +4, Ref +4, Will –1 ––––––––––––––––––––––––––––––––– Speed: 30 ft. Melee: Club +3 (1d8+2, AP 3) or claw +3 (1d3+2) Base Atk +1; Grp +3 Special Attacks: Improved grab ––––––––––––––––––––


64 Border Kingdom Abilities: Str 15, Dex 13, Con 13, Int 7, Wis 12, Cha 8 Feats: Alertness Skills: Hide +2, Move Silently +2, Spot +2, Survival +2 Possessions: Club Advancement: By character class (probably barbarian) These are wild, feral natives that live in the swamps and fens around the Great Salt Marsh. They live on crayfish, wild dogs, bats, frogs and any human prey they can find. They wield the most primitive of weapons. Their eyes glitter with a feral light and their hands have long fingernails that serve as primitive talons. They fight in hordes whenever possible. The beast men are the result of centuries of inbreeding among escaped criminals hiding in the moors. They have degenerated to the point that they are barely even human anymore. They have, over the centuries, developed a taste for human flesh. They are also cannibal and do not leave their dead when they leave the scene of an ambush. Improved Grab: If a beastman hits with a claw attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Beast men cannot use this ability to grapple anything larger than themselves. Half-Men of Eridu Medium Monstrous Humanoid Climate/Terrain: Eridu and the surrounding crags Organisation: Solitary, patrol (2–4), or horde (5–20) Initiative: +0 Senses: Listen +1, Spot +2, darkvision 60 ft Languages: Half-Man Tongue ––––––––––––––––––––––––––––––––– Dodge Defence: 11 Hit Points: 11 (2 HD); DR 1 Saves: Fort +4, Ref +0, Will +0 ––––––––––––––––––––––––––––––––– Speed: 30 ft. Melee: 2 claws +3 (1d4+2) and bite +1 (1d6+1) Base Atk +1; Grp +3 Special Attacks: Improved grab ––––––––––––––––––––––––––––––– Abilities: Str 15, Dex 10, Con 13, Int 9, Wis 10, Cha 8 Special Qualities: Darkvision 60 ft Feats: Multiattack Skills: Listen +1, Spot +2, Survival +2 Advancement: By character class (probably barbarian) The half-men of Eridu, also called the ‘not-men’ by the people of Eridu, are another race of humanity that has, over time, slid down the evolutionary scale. They lived for long years out of the sight of men until the people of Eridu discovered them and enslaved them. Their tongues were cut out and they were forced to serve as front-line troops as well as servants. In previous times they were a matriarchal society and are now once again but this time they willingly serve a human queen named Naluna, a white-haired beauty with Brythunian blood. The half-men of Eridu are covered with coarse brown or black hair, except on the palms of their hands and feet and on their faces. Their faces are bestial and not totally unlike monkeys’, with pronounced snouts and long, dagger-like teeth that are displayed in ghastly grins. They are lithe and muscular, with long humanoid arms and legs tipped with chilling claws. The older generation of half-men are mute but Naluna and her consort Hobb of Anuphar have not continued the practice of cutting out their tongues, so the younger generation speak a language of their own and may speak a smattering of some Hyborian tongue or other. The half-men of Eridu fight with tooth and nail, trying to overwhelm their foes with sheer numbers, surrounding and grappling their enemies. Improved Grab: If a half-man of Eridu hits with a claw attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Half-men cannot use this ability to grapple anything larger than themselves. Darkvision: The half-men of Eridu can see perfectly in even pitch blackness to a range of 60 feet. ‘Crom’s Bones! Does nothing but monstrosities inhabit this accursed country?’ The mute attackers – clawing, biting, some falling before his swinging sword – make no answer… One demi-man falls – another takes its place. The process is repeated until even Conan is brought down by sheer weight of hairy numbers and, using viny thongs to bind him, show that, however they may appear, these creatures are more man than beast. – The Voice of Moloq


65 Border Kingdom Yemli Medium Monstrous Humanoid Climate/Terrain: The Haunted Lands Organisation: Solitary, patrol (2–4), or horde (5–20) Initiative: +0 Senses: Listen +1, Spot +2, darkvision 60 ft, scent Languages: Half-Man Tongue ––––––––––––––––––––––––––––––––– Dodge Defence: 20 Hit Points: 28 (5 HD); DR 2 Saves: Fort +6, Ref +7, Will +2 ––––––––––––––––––––––––––––––––– Speed: 30 ft. Melee: 2 claws +9 (1d4+4) and bite +7 (1d6+2) Base Atk +5; Grp +9 Special Attacks: Improved grab ––––––––––––––––––––––––––––––– Abilities: Str 19, Dex 17, Con 15, Int 10, Wis 12, Cha 8 Special Qualities: Darkvision 60 ft, scent Feats: Multiattack, Track Skills: Climb +8, Hide +7, Spot +5, Survival +5 Advancement: By character class (probably barbarian) Living in the borderland are a race of crimson-eyed, greenfurred ‘demons’ called the Yemli. They track their prey until enough of them have gathered to insure a victory. They fight with tooth and nail, trying to overwhelm their foes with sheer numbers, surrounding and grappling their enemies. They eat anything that passes through the Haunted Lands, including humans, horses and rodents. The Yemli may be some form of degenerate human or the remnants of some alien summoned and left behind by a sorcerer long dead. Perhaps they are a variant of the grey apes that live in the northern mountains around the Vilayet or Zamora. Regardless of their shrouded origins, they are humanoid in form and climb among the crags and rocks of the Haunted Lands, hiding in pits and on cliffs, waiting to ambush prey. They have green or grey fur, red eyes, short, spindly legs and long, gangly arms. Occasionally they are magically forced to serve Border Kingdom wizards. Improved Grab: If a yemli hits with a claw attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Yemli cannot use this ability to grapple anything larger than themselves. Darkvision: Yemli can see perfectly in even pitch blackness to a range of 60 feet. Adventure / Campaign Hooks The inhabitants of the Border Kingdom have been building castles, often mere piles of stone or palisades of wood, for centuries. Many are long abandoned, their families long since given over to violence or insanity and many still stand, especially among the gnarled crags of the more mountainous regions. Does the nearest keep provide shelter against the coming storm or is it the home of an insane baron? The Border Kingdom, with its inbred, degenerate families of criminals, is the perfect setting for something Lovecraftian. Although all of the Hyborian Age kingdoms excel in the potential for horror, the Border Kingdom is strange and twisted in a manner few other places can equal. The desolate landscape is not as barren of life as one might think and bizarre, frightening things haunt the moors and scraggly forests. One could wander into a den of Zamoran kidnappers hiding out with their victim, waiting for ransom. One might next encounter sub-humanoid remnants of some immoral family that has lived in the same hovel for the past forty generations. Robber barons and insane lords rule here and their laws are without constraint. Cannibalism, necrophilia and demon-worship seem to abound in the Border Kingdom. Other journeys through the Border Kingdom might be completely devoid of encounters save the bleak landscapes. Edgar Allan Poe might also be a good source of adventure ideas for the Border Kingdom. The Fall of the House of Usher would be almost perfect for an adventure plot, for example. When dark Acheron fell, it could easily be that Acheronian families and renegades hid from the savage barbarians in the fens and moors of the Border Kingdom. Remnants or relics of those Acheronians could still be there, tall and white-skinned with glittering, feral eyes, worshipping ancient gods and demons, possessing treasure troves of terrifying tomes while practicing malignant magic from malodorous manuals.


66 Brythunia The Brythunians are Hyborian, complete with blonde tresses and pale skin, although their blood has been intermingled with the Zamorians and with ancient Acheronians who fled the downfall of their corrupt empire. Apparently there were no aboriginal inhabitants of the region when the first Hyborians pushed southward. Allegiance and honour are both important concepts in Brythunia, especially among the nobility but Brythunians are not as hung up on them as the Nemedians or Aquilonians. They are more accustomed to seeing unattached persons in their nations, especially in the form of Zamorians, Hyrkanians and Corinthians, than some of the bigger Hyborian kingdoms. Nobility is not based on fiefdoms or allegiances, although allegiances often play a part in Brythunian politics. Brythunian Clothing Brythunian clothing is Nemedian in style for the most part, sometimes with Zamorian and/or Turanian influences among the wealthy. Over-long sleeves are commonly seen trailing on the ground, often with pockets in them. Turanian caftans are popular among the nobles, although the Brythunians usually line them with fur, especially in the north. Unmarried women do not wear hats or caps; putting a hat or cap on a bride is part of the wedding ceremony. Peasants are forbidden to dress in the fashions of the nobility or to emulate such fashions in any way. Peasants typically dress in simple versions of outdated fashions. Typically, each peasant has a coat of wool or sheepskin in addition to a daily outfit and, if he is well-enough off, a set of nicer clothes for festivals. The men dress in linen shirts, woollen pants, a fur hat and a coat. The women dress in one-piece pullover gowns along with a decorative corset, jacket and an outer gown or two. If married, the women wear a hat or cap of some sort. For both sexes, much of the clothing is lined with fur. Love and Marriage When a household has a young girl of marriageable age, the parents hang a wreath outside their door to indicate this. If a man wishes to be married, he consults a wise woman or a respected male elder, who then performs as a marriage broker for the man. The elder finds a household that is interested in the man. Once a household has indicated interest, the intermediary ensures the courting and wedding go forward easily and appropriately. Social Standing Brythunia has nobles and gentry but the concept is different there than in Nemedia or Aquilonia. About 10% of the population belong to the ‘noble’ class of people. They perform the same functions as their counterparts in the larger Hyborian nations but they are not tied to the land nor are they members of the class because they owe feudal obligations. They can be rich or poor but they are not given traditional noble titles. Instead, Brythunian titles are job descriptions, such as Castellan for the keeper of a castle or King’s Sheriff for an important constable. Members of this class refer to themselves as lord or lady. They are organised according to clan and fight together as a regiment and using the same battle-cry. Noble clans are permitted a single vote to confirm a king or to make local decisions, making Allegiances important in controlling the voting. The vote is cast by the clan ealdorman, the head of the clan. Peasants are divided into three classes. The first class are the peasants who own their own land. The second class are tenants who pay money to either a noble or a landowning peasant for the rights to the land. The third class are tenants who pay with labour for the right to use a landowner’s land. Brythunia The Pastoral Kingdom


67 Brythunia Social Mobility Brythunia has a more fluid social system than most Hyborian nations. If a noble gives a person a titled occupation, that person is considered to be part of the noble class. If a peasant can acquire the means to buy land or pay rent using money instead of labour, that peasant moves up the social ladder. Trade and Economy Brythunia is a pastoral kingdom of calloused herders, sunbronzed farmers and wilderness-wise hunters. Vineyards and orchards are plentiful and the rulers of the land prosper. The nation receives a lot of rainfall or snowfall in the north and during the winters. Brythunia has a short growing season because of the savage winters but its people, attuned to nature and its whims, are able to work around that. Wheat, barley, millet, rye, peas, broad beans, lentils, apples, pears and similar foods are grown throughout Brythunia. Pigs and cattle are vital to the economy, as are sheep, horses, dogs and goats. Brythunians often hunt for food, especially hare, fox and elk. In addition to agricultural products from the fertile farms of Brythunia, the nation has one other important export: slaves. The women of Brythunia tend to be blonde and beautiful, endowed with sprightly spirits that make them favoured slaves of the rich and powerful of other nations. Rumours and jokes portray the blond Brythunian women as being especially eager and willing for sex play. Nobles are not permitted to marry commoners, so Brythunian nobles who desire a common woman will typically purchase the woman from her husband or father to be a concubine. The government of Brythunia is also said to have a secret mine of gold and other precious metals hidden in the north near the Kezankian Mountains. It is said to be operated by slave labour and impossible to escape. The Military of Brythunia In war, Brythunia is like most Hyborian nations in that cavalry plays a major role. Battles are fought in a similar manner. First, the armies exchange volleys of arrows. Second, the pikemen clash until the front ranks of at least one army breaks. Third, the knights in their great armour crash through on their massive horses and decide the battle. This method of fighting leaves Brythunia in the same straits as all the Hyborian nations save Aquilonia: it has no trained infantry to speak of. Infantry is thought of as mere spear-fodder and not an honourable profession. The rabble recruited quickly in times of war to serve as foot soldiers are given minimal training and are easily broken and demoralised. Thus, Brythunian city-states hire mercenaries to serve as trained infantry soldiers. Mail shirts under thick leather breastplates are commonly worn as armour in Brythunia. Most soldiers are equipped with a bow and arrow, a spear or pike, a sword, a pick and an axe. Those in the service of a noble’s retinue are trained to fight from horseback, wearing mail hauberks, breastplates and fur-trimmed great helms. The cavalry units fight with heavy lances, large shields and greatswords. Robert E. Howard records that Turan often raids Corinthia and Nemedia, riding through Brythunia with ease. This implies that Brythunia does not have a strong army nor any unity at all. Likely the Brythunians are terrified of Hyrkanians and the wild horsemen who sweep through, burning, looting and taking slaves. Religion in Brythunia Brythunians tend to regard rattles as having magical significance, especially when used during funerals. Thus, Brythunians who practice necromancy often have a rattle as part of their sorcerous paraphernalia. Other than in the Mitran religion, human sacrifice is common and is often done via sacrificial pits or drowning in bogs or lakes. Another hold-over from more ancient religions is the Brythunian practice of feeding the dead at the spring and autumn equinoxes by leaving food or holding picnics in cemeteries. Mitra Brythunia is a Hyborian nation. As such, the people primarily worship Mitra. He is regarded as the one true god and is followed by a legion of saints and a celestial host of angelic beings. The religion of Mitra has a heaven and a hell and is suspicious and intolerant of other cults, especially in the rural villages and towns. Mitran temples are minimally decorated, yet they still manage to be elegantly strong in their simple designs. Unlike other Hyborian Age religions, the Mitrans frown on depictions of their god and only allow but one in each temple, for


68 Brythunia Mitra’s true form is unknowable and awesome and the idea that a man or woman might be able to capture his divinity is blasphemy. Mitra is discussed in greater detail on page 16 and in Faith and Fervour. Bori Bori is still worshipped in some backwoods areas of Brythunia but this is uncommon at best. Bori is a primitive warrior god from early polytheistic Hyborian origins. Bori requires some sort of blood sacrifice in his worship. Bori is detailed in Faith and Fervour. Wiccana Other areas in Brythunia worship Wiccana, a goddess mentioned in several Conan stories. She seems to have only priestesses who are essentially witches and does not appear to have a major following. Likely she is a nature goddess. Many of the Brythunian witches burned by the Mitrans for demon-worship are probably priestesses of Wiccana. Her worship is detailed more fully in Hyboria’s Finest and Faith and Fervour. Ancient Gods of the Elements The hillmen of the Kezenkian Mountains worship their own ancient gods that seem to be aligned with the four elements. This religion is mentioned in Conan the Magnificent. Amalias Pluvius In addition to the barbaric hillmen, some of the civilised provinces of Brythunia have their own gods. Amalias, proclaimed by the temples of Sargossa to be the chief god of the Brythunians, is worshipped in that province in place of and in complete defiance of Mitra. The proclamation of divine supremacy is spurious at best, wishful thinking on the part of the Sargossans. The religion was one with many statues and ornate temples. It is a superstitious religion and many things are considered omens by the worshippers. The worship of Amalias is detailed more fully in Hyboria’s Finest and Faith and Fervour. The Suddah Oblates One can find the townsized Temple of Suddah Oblates, called ‘The Temple That Will Not Fall’, in the mountains of northern Brythunia. Women are not allowed inside this temple. Other gods include Targol, who fought the Demon Lords, including Yog; his is a dead religion, for the Yoggites slaughtered and sacrificed all the priests of Targol several centuries past. This religion’s worship is detailed more fully in Hyboria’s Finest and Faith and Fervour. Tolometh In addition to variant religions, pockets of demon-worship can be found in Brythunia. Tolometh, a black god of the abyss, is one demon worshipped by scholars seeking dark magic in Brythunia. The high priests of Tolometh excel at curses. There is a little known, little used shrine to Tolometh in the city of Potrebia, as well as a magical amulet burst asunder and spread across the Hyborian landscape. Tolometh’s worship is detailed more fully in Hyboria’s Finest and Faith and Fervour. Other Religions Near the Zamorian border, many Brythunians worship the Zamoran gods. These Brythunians are careful not to be found out by the Mitrans, who deem that anything worshipped by the fiendish Zamorans must be a demon. Brythunian Government While Aquilonia and Nemedia seem to have the feudal system down pat, Brythunia’s government is less certain. Brythunia emerges as a kingdom without a sense of itself, a kingdom without a supreme feudal king or, rather, a kingdom with far too many ‘supreme’ kings. Each citystate or province seems to fancy its capital as the capital of Brythunia and each king styles himself the King of Brythunia. Brythunia has its Gryphon Thrones, Ebon Thrones and several others to be sure. Games Masters can use the information in this paragraph or they can assign a king of their own creation. Another option is to use an old Saxon system of government wherein several ealdormen, equal in power during peace, rule Brythunia but cast lots for leadership in times of war. This latter system seems the most appropriate for Brythunia if it is to be a unified nation. Under a reigning king or a group of ealdormen, the administrators of provinces are called palatines. The larger towns are ruled by the palatines or even groups of ealdormen. Smaller towns are run by burgomasters


69 Brythunia and elders. Aristocracy is based upon land ownership, and land in the fertile river valleys of the central and southern regions is considered particularly valuable. Nobility is not a matter of royal patents or the granting of fiefs, as it is in Aquilonia and Nemedia. Not all nobles own land, although the most powerful nobles always own land. This system creates much smaller provinces, counties and minor kingdoms than is common in Aquilonia or Nemedia. The system of law in Brythunia is broken and disparate with little unity. In western Brythunia, slow impalement is the preferred method of execution. Other places send criminals to work in secret mines in lieu of execution. Otherwise, punishment is meted out by the person who owns the land a crime occurred on. Accused criminals usually do not have any opportunity for appeal unless the landowner ‘victim’ owes some sort of fealty to a higher lord (unlikely in Brythunia). Major Geographical Features of Brythunia Robert E. Howard says little about Brythunia. Virtually everything in this section comes from alternative sources. Southern Brythunia is largely forested but the northern reaches are considerably less so. Eastern Brythunia boasts a few swamps, many of which are reputed to be haunted. Eastern Brythunia is also rather mountainous and hilly, contrasting with the western plains. Many rivers bisect the interior of Brythunia, creating a very fertile, pastoral landscape. Danibos River – Danibos is a river. It flows south and west from Hyperborea. The city of Sargossa sits on its banks. Death Mask Mountains – The Death Mask Mountains can be found in central Brythunia. The range has four high peaks and contains a hidden valley. Dire wolves make their home in these mountains. Demon’s Tooth Mountain – Demon’s Tooth Mountain is a single mountain found in Brythunia, reputed to be the home of a sorcerer of dark power. Graskaal Mountains – These cold mountains form a harsh barrier against Hyperborea and are where Conan once found a sword in the crypt of a giant-king. These jagged mountains are cold and icy for much of the year. A frozen river runs eastward along the length of these mountains, which are wild, dark and gloomy even in the summer months. Pines and spruce and of great granite cliffs tower into the cold, icy sky. Numerous passes break through these mountains, especially in the northeast. Karpash Mountains – This long and rugged range of mountains forms the south-eastern border between Brythunia and Zamora. These mountains are known for volcanic activity and have pockets of gold and other rare ores. The mountains vary greatly in their composition and types of stone. Some areas are quite low and weathered; others rise up as monolithic monsters determined to stop all comers. Innasfaln is a village at the mouth of one of the few passes through this range, a pass called ‘The Path of the Serpent’ for its winding, treacherous trail. Another notable mountain in the range is Broken Gray Mountain, which is said to house a crypt containing the Horn of Dagoth. A day’s ride northwest of that mountain is Crater Lake. Another cave in this range is said to be the lair of a fire-drake. (Statistics for the fire-drake can be found in Shadizar – City of Wickedness.) The Yezud pass cuts through these mountains between Brythunia and Zamora, leading toward Yezud. Kezankian Mountains – These mountains form a natural barrier between Brythunia and Turan. Many things lurk in these mountains, including ape-men and villages of hill people. The hill people of the Kezankians are notoriously hostile toward strangers. The range was created during the lesser cataclysm and is younger than some of the other mountain ranges in the known world. Ape-men dwell in the northern reaches of the Kezankians. Many passes breach this harsh wall of granite into the north-eastern portion of Brythunia. Lema Plains –This is a plains region in north-western Brythunia. It is composed primarily of prairies and ranges of open field. It lies to the south of the Great Salt Marsh of the Border Kingdom. Phalander – Although this was once a town of southern Brythunia under the jurisdiction of Sargossa, it is now a volcanic ruin. Sacred Grove of Wiccana – The Sacred Grove of Wiccana is located near the Zamoran border and is an ancient grove of oak trees sacred to the worshippers of Wiccana. Swamp of Souls – The Swamp of Souls is a desolate swamp. It is in north-eastern Brythunia, four days’ ride from Bougankad.


70 Brythunia Yellow River – This river runs along the western border of Brythunia until it forks in the southwest corner. Many historic battlegrounds lie on either side of the river, the sites of wars and skirmishes with Nemedia. This river flows to the north. Important Brythunian Cities and Sites Brythunia boasts almost 26,000 small villages or hamlets and over 280 towns and cities of varying sizes. Only the largest Brythunian cities have walls. Most of the towns and villages, built against copses of coniferous trees or on mountainous crags, tend to be open to make entry easier for the farmers and herdsmen. Fortified settlements tend to be built on hilltops, islands, peninsulas in the midst of lakes, rivers or swamps for better defence, especially against marauding Hyrkanian, Zamorian or Nemedian cavalry. If the Brythunians decide to fortify a town or area in a field or other flat land, they will divert a river to flood the plain and turn it marshy and soft to hamper potential enemies. Fortifications are usually wooden; stacks of wooden boxes filled with earth or rocks are often used. Water is essential to the lifestyle of the Brythunians, either to water crops or herds, so a strong river or babbling brook is always near a Brythunian village or town. Most Brythunian towns have a public bath or sauna for the men. Robert E. Howard does not name a capital for the nation and various subsequent authors each have named different cities as the capital. The Games Master is free to follow suit and invent his own capital and king. He can presume that the capital varies as wars or politics dictate or he can presume that Brythunia is merely a confederacy of looseknit city-states without a true king. All of these city-states come from apocryphal sources. Berthalia – Berthalia has winding and narrow streets crowded with merchants. The city’s biggest attraction is its bazaar, which is described as ‘well-stocked.’ It is governed by a weak and cowardly king who wears a horned crown. The city itself lies about six leagues from a particularly large mountain in the nearest range. It has a population of more than eight thousand people. Charnina – Charnina is a northern Brythunian city-state. The city itself is built around a feudal castle. Once the city state was ruled by King Brian but that king was killed in a war with Hyperborea. After Brian’s death, the city-state fell into anarchy and two local lords, Pollus and Ludox, fought for the kingdom. Pollus was killed by his sorceress, Zuchan of Khitai, leaving a nearly levelled city in the hands of Lord Ludox. The city has since been rebuilt. The city has a wall around it and is supported by several village fiefs. Charnina has a population of nearly ten thousand people. Innasfaln – Innasfaln is a city in the Karpash mountains, reputed to have the smoothest ale in Brythunia and beautiful blonde Brythunian women who apparently live up to their reputation. The city lies on one of the few passes through the Karpash mountains. It is a small trading village of crude wattle-and-daub huts and a few stone, mud and pebble buildings. It has a population of approximately 500. Kelbaza – Kelbaza is a Brythunian city-state. Located on the Lema Plains in the north, this walled city has a notorious thieves’ quarter and a well-known tavern known as ‘The Sword and Sky,’ where the lawless can gather upon the roof to fence items and tell tall tales. The roof is loaded down with stolen statues too heavy to carry off. Kelbaza’s gate is closed at night. Kelbaza’s ruler, Queen Thrine, sits on an ebon throne in the palace and is beloved by the people for her even-handedness. A mystical necklace of power is the holy symbol of her dynasty. Her brother, Throll, was king before her but was slain by her cousin, a sorcerer. The city itself has a population of almost 12,000. Leng – Leng is a walled town in the hills of eastern Brythunia. Its walls are made of rough stone and are in disrepair. Even the gates into the town are fallen and gone. Most of the buildings are also built low to protect them from the winds but the warehouses of the rich and wealthy tower four or five stories high. The town is largely lawless, used by bandits and vagabonds en route to other more prosperous places. The peasants here are herdsmen and wear tunics of hairy hides. The buildings are colourless and dreary but the city is polyglot and is host to a wide array of peoples and nationalities. Slavers use the town as a stopping point on the road to Zamora and the deserters of armies find a place of peace here. Conan calls the place a ‘ghost town come to life’. It is an apt description. The city is large enough to support a population of over 6,000 but it currently houses only a few more than 2,000.


71 Brythunia Pirogia – Pirogia is a large walled city in the southeast of Brythunia. It is the capital of a large city-state broken up into smaller baronies. Built on the ruins of an older city, Pirogia is a favourite place for Zamorans to fence stolen goods or just relax among blond Brythunian women. A tavern known as The Pommel can be found in its seedier district and the Inn of the Golden Lion, which is located in a merchant quarter, is known for its beautiful dancers. The poorer buildings in the city are made of mud-brick and have crude roofs of wood smeared with pitch. The centre of the city comprises the deserted ruins of the older city. The ruins have been declared off-limits and the Pirogian guard chase away those who would trespass. This ancient centre is regarded with some superstition among the Brythunians. Eldran, the King of Pirogia considers himself the King of Brythunia and hopes to unify the city-states into a true kingdom. This metropolis holds 51,700 people within its boundaries. Potrebia – This is a southern Brythunian city-state. It boasts a shrine to Tolometh, a black god of the abyss. Potrebia boasts a population of approximately 10,000. Sargossa – Once ruled by King Typhas, Sargossa is a walled city in the northern portion of central Brythunia, capital of another powerful city-state. The metropolis is replete with seedy dives, brothels and criminals. Anyone the guard does not like is likely to find himself working in the hidden gold mines of the Karpash Mountains for the King of Sargossa. Prisoners in Sargossa are drugged with white lotus dust, a drug that blinds and paralyses, to keep them docile. The Danibos river waters Sargossa and creates lush, fertile terrain. The population is around 49,000. Shihar – Shihar is a frontier town in north-eastern Brythunia. The region is forested and is in sight of the great Kezankian Mountains. The town is protected by a wooden palisade of sharpened logs and the homes are also built out of logs. Sodgrum – This is a small village of central Brythunia that supports Sargossa as a fief. It has a population of 678 people. Urbander – The seat of one of the northernmost baronies in western Brythunia, Urbander is a provincial capital. It is strongly fortified to repel the attacks of the Border Kingdom robber-barons. It is a prosperous city, rich with trade and spoils from the Border Kingdom. Urbander hosts a powerful cavalry and is home to almost 16,000 people. Yarvash – Yarvash is a town in Brythunia with a temple to Amalias. This town is part of Sargossa’s province. Yarvash supports a population of nearly 7,000. Local History The land that is now Brythunia was largely uninhabited during the Acheronian era. Most of the trade routes between Zamora pass through Corinthia to Acheron, leaving much of Brythunia unexplored except by a few itinerants and hermits. When the Hyborians moved southward, they first settled in the corridor between Acheron and Zamora, an area that included modern Brythunia. When Acheron fell, it is likely that tall, white-skinned refugees from that venomous nation began to trickle into Brythunia to hide. Later, when the Æsir attacked Hyperborea, Brythunia again became a home for refugees but this time Hyborian. These Hyborians continued to sweep southward and eventually started trading with and, later, interbreeding with the Zamorans and Nemedians. For a time, King Typhas of Sargossa managed to gain support from the other provinces. After he was killed, Brythunia was briefly ruled by Queen Tamsin. After her death, the kingdom again fell back to its loose confederacy. King Eldran is likely the strongest king now. Local Creatures Dire swordtoothed Leopard Large Animal Climate/Terrain: Brythunian mountains Organisation: Solitary or pair Initiative: +14 Senses: Listen +1, Spot +7, low-light vision, scent ––––––––––––––––––––––––––––––––– Dodge Defence: 17 Hit Points: 120 (16 HD); DR 7 Saves: Fort +13, Ref +14, Will +11 ––––––––––––––––––––––––––––––––– Speed: 40 ft. Space: 10 ft,; Reach: 5 ft. Melee: 2 claws +20 (2d4+8), bite +14 (2d6+4+puncture, AP 12) Base Atk +12; Grp +24 Special Attacks: Pounce, improved grab, rake 2d4+4, puncture, tooth breaking ––––––––––––––––––––––––––


72 Brythunia Abilities: Str 26, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Special Qualities: Low-light vision, scent Feats: Alertness, Improved Natural Attack (claw), Improve Natural Attack (bite), Run, Stealthy, Weapon Focus (claw) Skills: Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 Advancement: 17–32 HD (Large); 33–48 HD (Huge) Sword-toothed leopards resemble huge panthers or other big cats in form but have silvered, speckled fur. These creatures have a feral, prehistoric look with extremely powerful forequarters, though even their hindquarters are more powerful than those of a lion. This makes them very strong but their bulk makes them slower than most big cats and contributes to their quick and savage hunting style. Their most distinctive feature, though, is the pair of vast teeth that give them their name – huge curved fangs, bigger than daggers and capable of inflicting the most devastating injuries. Though these fangs are enormously powerful weapons, they are far more brittle than smaller fangs and older sword-toothed leopards often have one or both of their great teeth broken off. Combat Sword-toothed leopards prefer to stalk their prey, then drop from a hidden position atop a tree or rock and slay their victims within instants. They use their sword-sharp teeth to puncture a large victim such as an elephant or bull (see below), then retreat until their victim bleeds to death. This allows them to avoid the risk of injury, since although they are tough they must eat a fair amount to survive and any serious wound may impede their hunting ability to such a degree that they starve to death. In open combat with a determined and well-armed foe, the sword-toothed leopard will consider fleeing, particularly if it is injured. Pounce: If a sword-toothed leopard charges in the first round of combat it may make a full attack (plus two rake attacks) at the end of its movement. Puncture: A sword-toothed leopard’s bite attack which scores a critical hit on an opponent is considered to have punctured a major blood vessel. The victim will lose one hit point per round (in blood loss) until the wound is healed by either the Heal skill (DC 15) or some sorcerous means. Tooth Breaking: A sword-toothed leopard whose bite attack does maximum damage on a critical hit (that is, a roll of 16 on 2d8 on a critical hit) loses one of its large canine teeth. The tooth sticks in the wound, doing an additional 1d6 damage but the sword-toothed leopard’s bite damage drops to 2d6+4 and it can no longer puncture its opponents (see above). It is possible for the second canine to break off if maximum damage is done a second time (12 on 2d6), in which case the leopard’s bite damage drops to 2d4+4 Improved Grab: To use this ability, the sword-toothed leopard must hit with a claw or bite attack. If it gets a hold, it can rake. Rake: A sword-toothed leopard that gets a hold can make two rake attacks (+20 melee) with its hind legs for 2d8+3 damage each. If the sword-toothed leopard pounces on an opponent, it can also rake. Skills: Sword-toothed leopards receive a +6 racial bonus to Balance, Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Stith Large Animal Climate/Terrain: Brythunian/Zamoran mountains Organisation: Solitary Initiative: +6 Senses: Listen +10, Spot +10, low-light vision, scent ––––––––––––––––––––––––––––––––– Dodge Defence: 16 Hit Points: 34 (4 HD); DR 7 Saves: Fort +8, Ref +6, Will +2 ––––––––––––––––––––––––––––––––– Speed: 60 ft. A gigantic mountain cat – gray-speckled on silver, with hunched, massive shoulders that made it taller and broader than the elk itself – tore hungrily at the prey’s slack body, which it must have caught up in its monstrous jaws and dragged to the spot in a few mighty bounds of its pantherish frame. The bulbous feline head, with its tufted ears, arching eyebrow ridges, gory whiskers, and red-slavering, underslung jaw, bristled with devilish menace. Every feature was vastly oversized, and all centred on a pair of fangs as long and evilly curved as the blades of Zamorian tulwars. The great animal used its huge feline teeth methodically, scissoring away slabs of glistening flesh from the elk’s haunches and spilling forth entrails in quivering heaps. – Conan the Savage


73 Brythunia Space: 10 ft,; Reach: 5 ft. Melee: Talons +6 (2d6+4, AP 8) and 2 foreclaws +1 (1d3+2) and bite +1 (2d4+2) Base Atk +3; Grp +11 Special Attacks: Pounce, poison spit ––––––––––––––––––––––––––––––––– Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10 Special Qualities: Low-light vision, scent Feats: Run, Track Skills: Hide +8, Jump +26, Listen +10, Spot +10, Survival +10 Advancement: 5–8 HD (Large) A stith is a powerful dinosaur that lives in the mountains of northern Brythunia. It will attack armed men, even in large numbers. It is extremely fast and it has a deadly spit attack. It springs as it attacks, bounding like a kangaroo or a raptor in its deadly charge. Its venomous spittle glows emerald green, is highly acidic and carries diseases that are deadly to man. They are solitary and territorial. Combat A stith uses a combination of speed, grasping forearms, large teeth and hind legs with ripping talons. It hunts by running at prey, leaping and ripping with its rear talons as it claws and bites. The talons count as one attack. Poison Spit: A stith can spit glowing, emerald green poison by making a ranged touch attack. The spit has a range of 10 feet and does 2d8 points of acid damage (Reflex save DC 14 for half damage). This damage can be stopped by armour as normal but in this case apply the damage directly to the hit points of the armour instead. (Leather and softer armours usually have 5 or fewer hit points. Metal armour has 10–15 depending on construction.)The save is Dexterity based. Pounce: If a stith charges, it can make a full attack. Skills: A stith has a +8 racial bonus on Hide, Jump, Listen, Spot and Survival checks. Adventure/ Campaign Hooks A Black Stone has been unearthed, a sinister monolith that broods over the Graaskal Mountains. Rumoured to be of Atlantean origin, many dark legends cluster about it. The Books of Skelos mention this Stone as one of the keys (a phrase often used in the books and one of the obscurities of the work) and hints at the curious sights to be seen around the monolith on the summer solstice. Legends tell of ancient animals that roam the forests of southern Brythunia, animals that supposedly can live forever, save by steel. They are large, dire animals. Somewhere in that region is a desolate castle where a wizard once dwelt with his tomes of mystic lore. That ancient library, although much of it has been destroyed, may still exist. There might be pocket cultures of ancient Acheronians existing in the backwoods of Brythunia, inbreeding to keep their blood-lines pure and delving into dark secrets to rebuild Acheron of old. One of the kings of Brythunia may declare himself the King of Brythunia, demanding tribute from the other kingdoms. Characters might be hired to enforce this king’s position or to bring him down. The surrounding nations consider Brythunia to be a laughable kingdom and often send in invading armies. Sometimes these invasions are intended as conquests or slave raids but as often as not they are considered mere training exercises for troops so they can be prepared for ‘real’ missions. From behind the largest of the boulders emerged something unlike anything Conan had ever seen. Tall it was, at least his own height, and it had two arms and two legs. This beast, however, had never seen the inside of a human womb. It was some form of reptile, scaled and grayish-green, and it dragged a tail as thick as Conan’s thigh where it joined the body, tapering to a point thinner than a man’s fingertip. It had the face of a lizard, slits for nostrils, and yellow eyes, with fleshy, oddly puckered lips. It looked as if it meant to whistle with those lips. On top of its bony head was the compartmented plate that rattled as it moved, much as the thing had been on the serpent’s tail. It had short arms, with three claws each. It seemed to smile, and in so doing, revealed pointed teeth the size and shape of a child’s dagger. – Conan the Defiant


74 Cimmeria Although Conan is Cimmeria’s greatest son, Robert E. Howard did not actually write any tales set in Cimmeria itself. However, Conan dropped a lot of hints about his native culture. Cimmeria is a bleak nation of forested hills and towering mountains. Rank upon rank upon rank of dark hills rise and fall in all directions, forested with strange, dusky trees that give the land a frightening, menacing appearance even by day. Its appearance at night would terrify a civilised man to the brink of sanity. Rain clouds hover perennially over the moody terrain, bringing stinging rain, slick sleet and freezing snow. Its depressing forests are home to a million or so dark-haired, despondent savages. Descended from ancient Atlanteans, the fierce savages of this oppressive realm are grim survivors in a realm that kills softer men. Tall and powerful are the Cimmerians and their eyes sparkle blue or grey beneath their dark manes. Cimmerians are regarded as among the most fierce and savage peoples in the world and many in the far south regard them as semi-mythical. The Aquilonians used to despise them, considering them rude villagers of small consequence. The battle of Venarium proved the Aquilonians wrong, for the Cimmerians united against a common foe and slew every Aquilonian man in the fort, leaving no survivors save a Gunderman named Gaeric and an Aquilonian girl named Tamera, the daughter of Metrius, the commander of Venarium. Gaeric the Gunderman is now the Count of Raman, a county of Gunderland. The songs of the Cimmerians tend to be sombre dirges inspired by their dark moods and the grey lands surrounding them. Cimmerians do not hope that the gods will help them nor do they ask for aid from any source, divine or mortal. They are a practical people of tradition, custom and honour. Cimmerians are solemn folk and do not boast of victories, which would be considered prideful and rude, and an invitation to be forced to prove themselves. Unlike the Vanir and Æsir, the Cimmerians do not feast in a loud, boisterous fashion and they do not engage in ‘friendly’ brawls when drunk. If a Cimmerian fights, that Cimmerian kills. A Warrior Culture Primarily hunters and gatherers, the Cimmerians are also raiders and plunderers, striking south into the Hyborian nations, west into the lands of the Picts, east into the Border Kingdom and even north into the frosty realms of the Æsir and Vanir. Cimmerians also raid amongst themselves, fighting blood-feuds and stealing cattle or wives. Battle for the Cimmerians is a way of life and the mark of manhood. The Cimmerians scream out a strange, ululating battle-cry when a battle is joined, an eerie sound that strikes fear into the soft hearts of Cimmerian enemies. The Cimmerians do not practice refined sword-play as do the sword masters of Zingara or the martial artists of faroff Khitai but battle with well-earned experience bought in blood on numerous battlefields where survival is not so much a matter of technical skill as it is intense spirit and indomitable will. Even the children do not pick up sticks to pretend at fighting. Fighting is a serious business among the Cimmerians. One does not make an enemy of a Cimmerian unless one is willing to fight for one’s life. That attitude makes Cimmerians polite to one another, although they lose none of their blunt directness in that courtesy. ‘Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.’ Impoliteness is an invitation to a quick fight to the death among the Cimmerians. Of course, few Cimmerians fear death. Cimmeria Land of Darkness and Night A gloomier land never was – all of hills, darkly wooded, under skies nearly always gray, with winds moaning drearily down the valleys. – The Phoenix on the Sword


75 Cimmeria Although Cimmerians will happily plunder those they kill in battle, they are not petty thieves and none make their living in Cimmeria stealing from the clans, especially their own. Such thievery is considered cowardly and dishonest. If a Cimmerian cannot win what he wants by fighting for it, then the Cimmerian solemnly goes without. Cimmerians do not respect weakness or civilised softness and that which they do not respect they would just as soon kill as leave alone. Even Cimmerian women display this savage strength, fighting alongside the men in battle. Solemn Devotion to the Clan The tribe or clan is the most important aspect of life in Cimmeria. Except for the outcasts or those who leave Cimmeria, most Cimmerians owe allegiance to their clan, taking their clan as their highest Allegiance (see Conan the Roleplaying Game). Belonging to a clan gives a Cimmerian a traditional set of enemies and allies. For example, Conan, as a member of the Snowhawk (or Canach) Clan treats Picts as racial enemies. A Cimmerian clan on the other side of Cimmeria may never have seen a Pict, so that clan may have, say, Hyperboreans as racial enemies. Likewise, Conan’s clan considers the Murrogh clan as an enemy, and vice versa. Any dispute between two Cimmerians automatically involves the kin of those Cimmerians, so kin often watch out to make sure their relatives do not do anything controversial or unwarranted. Few Cimmerians travel outside the areas controlled by their clans except in groups to make raids or trades because, once outside their territories, no law protects them. Simply put, no kin, no protection. Kin are expected to stand with one another against all threats, physical or legal. The Cimmerians put a high value on conformity; non-conformists are a threat to everyone in the clan. Anyone who betrays his clan is hated and cast out. A Cimmerian clan will never re-admit a treacherous Cimmerian. A Cimmerian cast out from his clan is considered kinless and is often called headless, for that Cimmerian is as good as dead. Only a man of exceptional


76 Cimmeria strength and prowess can survive in Cimmeria without kin – only a man such as Conan. Those who successfully go it alone are regarded with fear and awe by most Cimmerians. Honour and Reputation Few Cimmerians respect unearned authority. Cimmerians respect honour and prowess. Reputation for the Cimmerians is a mixture of courage, honesty, integrity, loyalty and physical ability, the traits most prized by the Cimmerians. They treat those who are honourable and skilled with respect. Cimmerians do not have social rankings beyond that simple attitude. Be a man chief or herdsman, it does not matter. Cimmerians are not taught to fear and respect kings and chiefs because of their titles. Debt of Honour The Cimmerians are cognisant of debts. If one does something for a Cimmerian, the Cimmerian feels obligated to do something in exchange at some point in the future. This debt is something the Cimmerian will not forget. If he cannot fulfil the debt to the original person (due to death, perhaps), then he can do something for the person’s kin. Chieftains will often give gifts to their followers to ensure this debt of honour. If a man accepts a gift from a Cimmerian chieftain and eats at his board, then he cannot honourably refuse to fight at that Cimmerian’s side. Blood Feuds The Cimmerians believe in the right of revenge. In a way, revenge can be seen as a debt of honour, just a violent one. A Cimmerian and his clan will defend any slight against their honour. Indeed, these slights must be met and avenged or the clan is seen as weak. To kill someone as an act of vengeance is not a crime in Cimmeria but if the murder is not seen as justified by the dead man’s clan, they also have the right to retaliate. This vengeance does not have to be spent upon the person who wronged the Cimmerian; it may also be enacted upon his kin with equal validity. If the vengeance is seen as just, the matter ends there; otherwise, it escalates into blood feuds that can last generations. The Bloody Spear Customs other than solemn devotion to clan, honour and reputation can be found in Cimmeria. Usually the Cimmerians keep to their own clans and do not assemble en masse. The Aquilonians once believed the Cimmerians could not and would not unify but history has shown the error of that belief. If troubled by foreign invaders to such a degree that one clan alone cannot stay the tide, the Cimmerians send out the Bloody Spear. This custom is not enacted lightly. It was the Bloody Spear that summoned the clans against Venarium and it was the Bloody Spear that again summoned them to unify against the demons of Ben Morgh in Conan the Valorous. This custom temporarily ends all blood-feuds until the threat is ended. Often the blood-feuds rise again immediately after the fall of the joint enemy. Cimmerian Clothing Cimmerians make their clothing out of linen or wool. Cimmerian men wear léines with braecci (trousers) or trews. A léine is a saffron-coloured linen shirt that hangs to below the knee on men and to the ankle on women. If worn with trousers or trews, the léine hangs to mid-thigh. Trews are woollen trousers worn tight on the legs with buttons on the back from the ankles to mid-calf. Cimmerians usually wear belts to hold up their braecci or trews and around the léine. Personal items are carried in a pouch depending from the belt. Shoes or boots are worn as well as a mantle. Cimmerians also wear woollen inars, jackets with a type of pleated skirt. Women wear tunics for the upper body as well as one-piece, full-length dresses with sleeves. They also wear peplums, which are tubular-type dresses without sleeves. Skirts are worn around the waist, as are belts. The belts hold pouches for personal items. Shoes and cloaks complete the outfit. Hair is worn long by both sexes. Cimmerians also wear a rectangular cloak made of wool called a mantle. The longer the mantle, the more affluent the Cimmerian is among his people. Most mantles are edged with a fringe. Sex Roles in Cimmeria Cimmeria is a land where the men are the primary force; however, women are respected and treated with far more freedom than women in Hyborian lands. While women are expected to take care of the home and the children, a strong-willed Cimmerian woman can easily break this pattern and become a respected warrior or


77 Cimmeria even rise to become clan chieftain. An unknown female warrior or chieftain is likely to be treated with disdain when encountering other Cimmerians but those whose Reputations are well known are likely to be regarded with almost superstitious awe and given more respect than males in their position might earn. The fame of these rare female leaders spreads so quickly through tales that, at the Games Master’s discretion, a female leader might earn twice the Reputation points for an action than a male would earn. Social Standing Families and tribes are the basic political units in Cimmeria. A tribe is comprised of several clans, or families. Each clan has its own clan chief. A tribe is ruled by a tribal chief. Each clan has its warrior elites and the chieftains are usually drawn from these. The most fit warrior is most often the one chosen, not the one closest in descent. Cimmerians also have a class of oracles and skilled craftsmen who make weapons and jewellery. Conan’s father is from this class. All others in Cimmeria are farmers, fishermen, hunters, trappers and minor craftsmen. Technically speaking, the order of precedence, from top to bottom, is as follows: tribal chieftain, clan chieftain, warrior elite, oracle, craftsman, blind bard, commoner (farmers, trappers and fishermen). Social Mobility Movement in and out of Cimmerian social classes is fairly easy as the classes are for the most part based on ability, not birth. Cimmerians are not inclined toward nationhood and rarely does a ‘high-king’ rise to unite the tribes. Ultimately, however, social standing is a matter of respect and honour. One is not born a chieftain or king; these are honours earned and bestowed by others – and may be removed by the will of the people. People in Cimmeria are judged on their characters, not their lineage and/or pedigrees. Conan, for example, is a craftsman by lineage but would have been put into the warrior elite as soon as he began showing his extreme aptitude for battle. Trade and Economy Cimmeria is a land of subsistence, peopled for the most part by hunters and gatherers. They raid for what they cannot produce themselves and are not given toward international trade. For this reason, no trade caravans from the civilised lands make their way into Cimmeria. Cimmerians do practise internal trade, often for timber, tin, iron and copper. Wealth is measured in cattle. A Cimmerian also does not keep slaves or sell his people into slavery. He sees slaves as weak, else they would not be slaves. For this reason Cimmerians do not make good slaves, so slavers avoid Cimmeria. An adult Cimmerian would rather die trying to escape slavery than just meekly submit. The Warriors of Cimmeria Weaponsmithing is a craft plied with much devotion in Cimmeria. The sword is by far the preferred weapon of the Cimmerians. They craft their own broadswords and plunder them from other cultures as well. The spear is a close second in preference, used by those who can not afford or plunder a sword. Cimmerians do not favour the bow; when Cimmerians fight, it is face to face as warriors, not standing at a distance in safety. However, they do use bows for hunting. Weapons are valued and often decorated in beautiful designs, such as animals or knot-work patterns. Cimmerians do not go unarmed after childhood and usually wield spears, daggers and heavy, straight swords. Some Cimmerians form bands of brothers to perfect their fighting skills. This is a primitive form of secret society. These bands of brothers do not replace the need for clan and kindred; usually a Cimmerian’s band of brothers occupies the second of his three Allegiances. Most Cimmerians go unarmoured but some clans use round shields in battle. Armour is often considered to be cowardly, although some of the more practical Cimmerians have been known to ignore that attitude. Religion in Cimmeria Crom Cimmerians believe in a rather dark pantheon of gods, all of whom are ruled by Crom and are of his race; these gods and their religious practices are discussed in more detail in Faith and Fervour. As an overview, Crom is seen as a dire god, as gloomy and dangerous as the Cimmerians themselves. The Cimmerians do not pray to Crom, nor do they worship him or any of his kind. Crom and his race of gods despise weaklings who call on them for aid and would likely make the


78 Cimmeria situation worse for the petitioner. The Cimmerians value individuality and self-worth; their gods expect them to take care of life themselves. Indeed, Crom only takes pride in a Cimmerian if that Cimmerian never calls upon him for aid in his life. Cimmerians are supposed to take what they want from life, not ask a god for blessings, wealth, health or anything else. The Afterlife After death, Cimmerians believe their spirits travel to a grey realm, misty and icy, where they forever wander in cheerless gloom. Still, the Cimmerians do not fear death and gladly meet it with steel in hand and a war cry on their lips. Oracles Priests of other lands tend to be sorcerers, using maleficent magic in the name of whatever god they worship. The Cimmerians have no priests, sorcerers, shamans or witches. Those who traffic with the power of the gods, even through prayer, are weaklings in their eyes. The Cimmerians do not make sacrifices to Crom or any other deity and see those that do as either touched in the head or simply weak. The Cimmerians are superstitious, not wanting to try the gods. They do have oracles however, as befitting their superstitious nature. These oracles can read the doom evident in a flight of birds or in the entrails of an animal. Just about any aspect of nature is endowed with spiritual significance that can be read by those who are wise. Lesser Gods The other gods of the Cimmerians are just as grim and indifferent as Crom himself. The Cimmerians believe in their existence but they do not worship them. They are just as anything else – there, but what use is worshipping them? One may as well pray to a tree or a statue as pray to a god. Cimmerians will often use the name of a god in a curse but never in a prayer or even in a so-called ‘halfprayer.’ Just as with Crom, these gods and goddesses are considered to be bleak and dire entities and are not worshipped. They exist only to give the Cimmerians something else to be depressed about. * Badb is a war goddess who often appears in the shape of a crow. Badb favours the Cimmerians with the gift of battle fury at birth just as Crom grants the Cimmerians the might and will to slay their enemies. * Lir, the father of Mannanan Mac Lir, is the god of the sea in its primal, elemental form, which is a little strange as Cimmeria is a land-locked nation without access to the ocean. Perhaps in their history, the Cimmerian lands included part of Pictland (which would also account for some of the Cimmerian hatred of that dusky race). Lir’s son governs the weather as well as the sea. * Macha is a goddess of war but she also is in charge of fertility, helping to fill the land with warring Cimmerians. * The Morrigan seems to be the favoured war goddess of Cimmeria. The Cimmerians do not seem bothered that most of their gods and goddesses govern warfare and strife. * Nemain is yet another war goddess but is also the patron of sacred springs and wells. In battle she is known as ‘the venomous.’ Cimmerian Government Cimmerians are self-governed on a clan or tribal level. Their government consists of a chieftain who is placed in power by consensus of the people who will follow him. A Cimmerian chieftain must have (or be perceived as having) courage, honesty, integrity, loyalty and physical prowess. A loss in any of these areas and the chieftain is likely to be abandoned and a new chieftain followed. The health of the clan is identified with the health of the chieftain, so if he is wounded or sickly, he is expected to stand down. Often there is an aspect of hereditary titles but this is not preordained. The clan chiefs are not dictators and are required to at least listen to the respected members of the clan before setting the clan on a course of action. Most often, the decisions of a chieftain accurately reflect the will of the people, else he risks being deposed or even outcast. Disputes are handled via kin. If a dispute is brought before a chieftain for judgement, that chieftain usually makes the entire family of the wrong-doer responsible for any fines, compensation or other punishment.


79 Cimmeria Major Geographical Features of Cimmeria Cimmeria is a dark, heavily wooded land of hills and shadowed valleys. Snowy run-off from the Eiglophians and dark clouds that bring near-constant, stinging rain turn the land into a dismal, damp country that bears little comfort for visitor or native alike. Games Masters should attempt to create the sense of dismal gloom extant in the land of Cimmeria, capturing some of the terrible depression and lingering melancholy Howard hinted at. This is a gloomy land; its people are depressed and sombre to an unhealthy degree. Conan is an exception, which is why he flees the land, desperately seeking an escape, diving into a life of violence in the hopes of finding something worth living for. To Howard, Cimmeria is a brooding land whose black memories would drive Conan to drink himself to forgetfulness. The Black Mountains – The Black Mountains are a range of mountains in south-western Cimmeria. They form a natural border with Pictland. The source of the Black River can be found in these mountains. The Breaknecks – This is a rough land between the Broken Leg Lands and the lower Eiglophian Mountains. This area is full of canyons, thin forests and jutting escarpments. There are passes into the Eiglophian and through to Vanaheim in this area. Broken Leg Lands – The Broken Leg Lands are in northwestern Cimmeria, just south of the Breaknecks and the Eiglophian Mountains. This area contains some of the most treacherous ground in all of Cimmeria – a high plateau country cut apart by narrow canyons and sharpedged bluffs falling hundreds of feet into piles of boulders and white-water rapids. Eiglophian Mountains – The Eiglophian Mountains form the border between Cimmeria and Nordheim. This is a mighty mountain range of ice and snow characterised by dangerous and difficult passes. Deadly glaciers abound, awesome rivers of ice and death. * Ben Morgh, The Mountain of Crom – Ben Morgh is the holiest place in Cimmeria, a fascinating wall of precipices and sheer cliffs as well as the tallest mountain of Cimmeria. Ben Morgh is believed to be the home of Crom, from whence he sends forth fearsome fates and dire deaths. Ben Morgh is also simply called Mount Crom. It is in north-eastern Cimmeria. * Field of the Dead – The chiefs of the clans are buried at the base of Ben Morgh in a place called the Field of the Dead. * Conall Valley – Conall Valley is the home of the Gaud, Taur and Cruaidh Clans in Cimmeria. The mountains that create the valley are called the Teeth. The northern end of the valley is the Pass of Blood, which leads into Asgard. The Pass of Noose leads into Snowy River country. * Pass of Blood – This is a pass through the Eiglophians into Asgard at one end of Conall Valley. Field of the Chiefs – This fi eld in north-eastern Cimmeria is where clans gather. It is dotted with ancient Atlantean stone structures, including the Standing Stone, a central shaft of mossy black rock. No clan claims this land of eerie, carved stones with a certain weird geometry depicted on them. Hoath Plateau – This plateau is where the Field of the Chiefs is located; its eastern end is steppes. It lies north and west of Frost Swamp. It lies east of the Black Mountains. Murrogh Forest – Murrogh is a forested land to the south of Conall Valley. It is an immense tangle of trees and undergrowth. It has wide streams, a few rivers and many ponds. It has quiet glades and sudden ridges. There are marshes with quicksand and other dangers lurking in these woods. Snowy River – Snowy River is a Cimmerian river somewhere to the west of Conall Valley. It takes three days travel to reach this river from Conall Valley. The country claimed by and roved over by his clan lay in the northwest of Cimmeria, but Conan was of mixed blood, although a pure-bred Cimmerian. His grandfather was a member of a southern tribe who had fled from his people because of a blood-feud and after long wanderings, eventually taken refuge with the people of the north. – Robert E. Howard, Letter to P.S. Miller


80 Cimmeria Ymir’s Pass – Ymir’s Pass is a rocky pass into Cimmeria from the Border Kingdom. It is guarded by the fortress of Atzel. Important Cimmerian Clans Cimmerians do not build cities and many of the clans are semi-nomadic, following the herds and moving about according to the season. Villages are primitive, usually with a common lodge house. Often the village chieftain and his family have a few rooms at one end of the common village lodge. Snowhawk (Canach, Conarch) – This is the Cimmerian clan Conan belongs to. This clan is located in the northwestern corner of Cimmeria among the harsh terrain in the Broken Leg lands. The Snowhawk clan observes various rituals and customs. One ritual is the ritual of manhood, performed when a warrior reaches his fifteenth year. The Cimmerian youth is sent out mid-winter armed only with a sword and wearing a bearskin for warmth to survive in the wild for a day and night. The region this clan dwells in is misty and drizzly. One is hardly ever out of earshot from the sound of falling water, for the combination of plentiful rains and rocky crags creates many waterfalls and springs. The people tend to have sharp features. Conan’s clan fights a bloodfeud against the Nachta clan. This clan averages around three to four hundred members when all gathered together. The chieftain of the clan is addressed as Canach, or Canach of Canach. Callaugh – Clan Callaugh lives in the southern reaches of the Broken Leg Lands. The village of Callaugh is important to the defence of the southern approaches of Canach lands. The village is situated in Callaugh Glen. Cruaidh – They live in the northern reaches of Cimmeria near the Pass of Blood. They are the largest clan in the Valley of Conall, living on a wide vale on the western side of the northern end. A gentle river, Cottonmouth Creek, cuts through the vale. Darkwolf – This is another clan that fought against the Aquilonians at Venarium. Their most famous warrior was Shawan, and his death at Venarium was a great loss to the mighty Darkwolf. Galla – This clan of Cimmerians is regarded even by other Cimmerians as being particularly primitive and savage. With their hair tied into topknots and their bodies tattooed with intricate knot-work designs, they present a fearsome appearance. They ornament themselves with bone amulets and necklaces and bear wooden shields. Their favoured weapon is a knotted club instead of a sword. Their kilts are made of wolf-skin and they do not bother with boots or sandals. Gorram – The Gorram live in or around Murrogh Forest in a small village. Hoath – The Hoath Clan dwell on a plateau somewhere along the eastern slopes of the Black Mountains in southwestern Cimmeria. They scar their cheeks. Ice Leopards – This is another tribe of Cimmerians that took part in the siege of Venarium. Fenrik was one of the best warriors of this clan and was sent as a delegate to discuss the possible war against Venarium. This tribe wanders far to do battle with foreigners and has fought Picts, Vanir and Hyperboreans. Fenrik died in the battle against the Aquilonians but he accounted well for himself before he fell. Morgach – Morgach is another clan living in the Broken Leg Lands. They are apparently iron workers. Murrogh – This southern Cimmerian tribe has had a feud with Conan’s clan (Snowhawks or Canach) for at least five generations and prey upon the people of the border kingdom. They are brown-eyed and square-jawed. Entering Cimmeria through Gunderland and the Goralian Hills means passing through Murrogh territory. They often raid into the Border Kingdom and Gunderland. Raeda – This is another clan of Cimmerian savages. This clan has long noses and braided hair. Their greatest warrior was a barbarian named Chamta who was killed fighting a scaly menace from Ben Morgh. Tunog – This Cimmerian tribe paints their faces blue in war and have high foreheads. They wear wolf-skin loincloths instead of kilts.


81 Cimmeria Local History Prior to the Cataclysm, Atlantis created colonies on the mainland. When Atlantis sank beneath the cold waves and the world died, the Continental Atlantean colonies escaped the destruction. They were besieged by apes and ape-men and the Atlanteans had to fight hard for survival. The secret to steel and metallurgy was lost to them; however, they became skilled stone-masons, retaining still their artistic heritage. The Atlanteans encountered the brutal Picts and the long fight with this overpowering force demolished the Atlanteans. The few survivors were forced to become as savage as their foes. For five hundred years the two races continued to fight, instead of learning to advance their civilisations. The Picts had the advantage, for they were numerous and led by powerful kings, while the Atlanteans were separated into disparate clans. Slowly, inexorably, the two cultures destroyed each other. Then, a lesser cataclysm further threw the two races backwards down the path of evolution. A thousand years after the lesser cataclysm, the descendants of the Atlanteans were little more than ape-men. Their people no longer had the capability for language and did not know even the rudiments of fire or tools. They dwelled in the northwest, where the hills were forested and probably extended their range all the way to the ocean. The Picts fared better, however, and still retained their name and a basic language. They dwelt in the southwest. After another five centuries the Atlanteans had at last progressed. Completely unaware of their heritage, their history lost to them, the ape-men were slowly becoming men again. Another thousand years found the descendants of Atlantis creating a primitive society. Over the next five hundred years, this race of man came to call themselves Cimmerians. They started advancing quickly after they made contact with the Acheronians and, later, the Hyborians. The Cimmerians regained the art of steel and developed most of their culture. The Picts had already pushed them from the sea into the region north of Aquilonia. The next era of five hundred years introduced the Cimmerians to the Vanir and the Æsir, who swept down from the north, claiming the lands above the Eiglophians. Through all these eras, despite the clashes against the Picts, the Hyperboreans, the Nordheimr, the Acheronians and other races, the Cimmerians kept their bloodlines pure, intermarrying only amongst their own tribes. Creatures of Cimmeria Remora (snow-devil, yakhmar, frost worm) Huge Magical Beast (cold) Climate/Terrain: Cold plains, Snow-Devil Glacier (Eiglophian Mountains) Organisation: Solitary Initiative: +10 Senses: Listen +5, Spot +5, low-light vision, darkvision 60 ft ––––––––––––––––––––––––––––––––– Dodge Defence: 19 Hit Points: 147 (14 HD); DR 10 Saves: Fort +14, Ref +10, Will +6 ––––––––––––––––––––––––––––––––– Speed: 30 ft., burrow 10 ft. Space: 15 ft,; Reach: 10 ft. Melee: Bite +21 (2d8+12 plus 1d8 cold) Base Atk +14; Grp +30 Special Attacks: Trill, cold, breath weapon Magic Atk: +7 ––––––––––––––––––––––––––––––––– Abilities: Str 26, Dex 13, Con 20, Int 2, Wis 11, Cha 11 Special Qualities: Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite) Skills: Hide +3, Listen +5, Spot +5 Advancement: 15–21 HD (Huge); 22–42 HD (Gargantuan) The remora is the vampiric worm of the ice-lands, an almost forgotten whisper of horror in Cimmerian myth. A remora has glowing green eyes, a worm-like gelid body and a featureless eel-like head with a jawless, round opening for a mouth. Inside the mouth is a raspy, many-toothed tongue. The remora’s body is covered with thick, white fur. It cannot burrow through stone but it can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about five feet in diameter. A remora is


82 Cimmeria about 40 feet long, five feet in diameter and weighs about 8,000 pounds. The remora has no soul or mind – just a remorseless hunger. It is a nocturnal hunter. The creature is known as a remora to the Cimmerians, a snow-devil to the northern races and a yakhmar to the Hyperboreans. Certain mystical texts claim these creatures are native to another world (such as Ganymede). The remora’s blood resembles liquid oxygen and its interior may well be frozen. Anything that comes into contact with its blood may become brittle enough to shatter. Combat A remora’s standard attack is to approach slowly and begin its thin, hellish piping, which entrances its victim and brings it safely to the remora. Failing that, remoras may hide under the snow and ice until they hear movement above them, then attack from below and surprise prey. Cold: A remora generates cold so intense that anything touching its body takes 8d6 points of cold damage. The damage is almost identical to a burn. Anything killed by the remora is frozen solid. Anyone approaching within 60 feet of the remora takes one point of cold damage per round as ice forms on his body. Creatures striking a remora with natural attacks or unarmed attacks are subject to this damage. Striking the remora with a weapon reduces the damage to 1d8. The intense cold causes opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. This cold can weaken weapons; any weapon that strikes a remora must make a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Darkvision: A remora can see perfectly in even pitch blackness to a range of 60 feet. Death Throes: If a remora is killed and its interior is exposed to sufficient heat, there is a combustion reaction that results in an explosion that deals 12d6 points of combined fire and cold damage and 8d6 points of piercing damage to everything within 100 feet (DC 22 Reflex half). The save DC is Constitution-based. Trill: The remora can sound a trilling, ululating song which has an overpowering narcotic effect. This sonic mind-affecting compulsion affects all creatures other than other remoras within a 100-foot radius. A victim must make a Will saving throw (set by the remora’s magic attack bonus) or be unable to take any actions other than move toward the remora for as long as the remora trills plus 1d4 rounds afterwards. Any character who fails his save will move inexorably toward the remora. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect of the remora’s trill, it cannot be affected again by that same remora for 24 hours. Vulnerability to Fire: Heated weapons (at least red-hot) reduce the remora’s damage resistance to 2. Anything heated to red- or white-hot that manages to reach the interior of the remora causes it to explode in its death throes (see left). Further, the remora takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed or the save is a success or failure. Skills: A remora, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment. Adventure/ Campaign Hooks Howard wrote no tales set in this foreboding land of craggy mountains, dark forests and dreary winds, preferring perhaps to leave it semi-mythical. The Games Master may want to encourage this sense of mystery and likewise not set any of his own campaigns in this savage land. Cimmeria is a terrible land and is apt to foster nightmares, gloomy memories and deep depressions. Although Aquilonia never again tried to colonise Cimmeria during Conan’s lifetime after the battle of Venarium, other nations may well have tried. The Vanir often raid into Cimmeria for slaves, as do the Hyperboreans. Perhaps the characters are members of these raiders, moving quickly and quietly into the moody realm of Cimmeria to capture slaves, or maybe they are intent on stopping a raid. Perhaps the characters rouse the Cimmerians to again put aside their blood-feuds and unite against a common foe when Vanir decide they want Cimmerian lands for their own.


83 Corinthia Corinthia is the Hyborian Age equivalent to Italy, complete with internal rivalries and espionage. It is an ancient kingdom that co-existed with Acheron. It is highly developed with an established aristocracy and a powerful priesthood. Corinthians are no longer pure-blooded Hyborians. Centuries of intermingling with Zamorians, Stygians and other trade races have darkened their skin, although they still remain stout and tend toward tawny hair. Allegiance Corinthia is not a feudal society, so allegiances do not have the same weight as they do in Aquilonia or Nemedia. Allegiances tend to be with political groups, secret societies, friends and city-states. Corinthia is noted for shifting allegiances fairly easily and quickly. Corinthians are not as formal with their allegiances as the people of the northern Hyborian nations. Corinthian Clothing Corinthians dress in loose clothing, especially tunics, peplos and chitons. The clothing of the Corinthians resembles drapery. Tunics are worn by both sexes and are worn with a belt. A Corinthian tunic is essentially a piece of drapery tied over the left shoulder. In cooler weather, a chlamys – a bordered cape pinned or tied at the right shoulder – might be added. A peplos is a tubular, body-length tunic worn primarily by Corinthian women. The peplos is folded inside out from the top down, so the top of the tube is at the waist. The fold is pinned at the shoulders and the whole thing gathered at the waist. It gives the appearance of being two pieces of clothing because of the way it drapes. A chiton is worn by both men and women and consists of two pieces of drapery that are belted either under the breast, around the waist or both. The wealthy include hoods with their ornate chitons. For outdoor travel, a wide cloak or himation is added to the outfit. A himation is a heavier cloth than a chiton and serves as a cloak; it is similar to a toga. It can also be worn alone, serving as both chiton and cloak. Corinthian soldiers dress in whatever they can afford; often they wear a chlamys and little else, for the chlamys can be used as a light shield in combat. The knights wear heavy armour and the pikemen wear less. Corinthians tend to wear sandals in warm weather and leather boots in cooler weather. Jewellery and cosmetics are worn by the women. Powdered lead is a common cosmetic, used to give the women a pale, ivory-skinned complexion. Sex Roles in Corinthia Corinthian men support their families either by working or through commercial ventures. Women are expected to manage the household and oversee the slaves. Even poor families have slaves who do the cooking and cleaning and care for the children. Houses Corinthian houses are fairly simple. A house is usually built around a small courtyard and contains bedrooms, store Corinthia The Land of Mountainous City-States ‘When I served with the mercenaries of Corinthia, we swilled and wenched all night and fought all day – aye, blood ran down the channels of our swords.’ – Black Colossus


84 Corinthia rooms, guest areas and a kitchen. Male visitors are not supposed to be in rooms that the household women or children frequent so they are entertained in special guest areas. Most houses contain a nuclear family only and rarely include extended family members. Houses are lit by oil lamps and are heated with charcoal braziers. Furnishings include simple chairs, tables, chests and beds made from wood. The furnishings are rarely ornate. Social Standing Social standing in Corinthia, like in most Hyborian nations, centres around land-ownership. However, only a native-born, land-owning Corinthian male is considered a citizen and only citizens have legal protections and rights. Essentially, there are five social classes for males. A woman belongs to the social class of her husband or father. Children belong to their father’s class until they are on their own. The top rung of the social ladder is made up of the nobles. Corinthian nobles are landowners with large estates. They are expected to serve as the city-state’s cavalry (much like the nobles in Aquilonia or Nemedia are expected to serve as knights). They are considered a warrior aristocracy because they often have to defend their soil. Below the nobles are the farmers, who run the farms outside the actual cities. Their estates are not as large as those of the nobles and some work for the nobles. Almost every land-owner falls into this category by default. If needed for military service, they usually lead infantry units. Wealthy merchants belong to this class, although if they do not actually own land, some traditionalist Corinthians will always consider them as belonging to the class of craftsmen. Unfortunately, the wealthy merchants often have more wealth than some of the farmers and have more political influence, blurring the class lines and frustrating the traditionalists. On the third rung of the social ladder are the urban craftsmen. They can be levied for three years of infantry service. Most Corinthian merchants are considered to be in this class, especially if they do not own land. Another social class are the foreigners (including those from other city-states). Freed slaves automatically belong to this social class. This class is expected to engage in trade of some sort and are not allowed to own land. The lowest social class are the slaves, who have no power or status. They can own property and have a family but may not engage in politics. It is illegal to beat or kill slaves in most of the city-states. Social Mobility Corinthians can change social classes easily by earning or losing wealth. Social standing is rarely established by birth. If the son of a noble takes up pottery, that son is an urban craftsman. If a farmer buys enough land to own an estate worthy of a noble, he is considered noble. However, only a native-born Corinthian is given legal protection and the right to appeal to the king. This would include the son of a Kushite slave born on Corinthian soil; since the child was born in Corinthia, he is considered native-born regardless of his true ethnicity. Trade and Economy Trade drives the economy of Corinthia. The Road of Kings is an important economic highway and is probably the single most unifying factor in Corinthia. This dependence upon trade indicates that mining is not important in Corinthia. Either the mountains of Corinthia are barren of ore or they are too dangerous to fully explore. The latter is more likely. Mining does occur in Corinthia but is rarely profitable enough to supplant international trade as the major economic force. Slavery is alive and well in Corinthia. Even poor households usually own a slave or two. In addition to privately-owned slaves, Corinthia has public slaves owned by the city-state. These slaves usually live independently and are trained for specialised jobs, such as spotting counterfeit coins, serving at temples, tax collecting and other tasks. The Zamorans sell captured women from Brythunia and other Hyborian nations and the Kothians sell Corinthians slaves from the south. The Military of Corinthia Corinthian warriors are an uproarious lot, drinking all night and fighting all day. They fight with straight blades with blood grooves. Corinthia is like most of the Hyborian nations in that cavalry plays a major role in war. Battles are fought in a similar manner. The armies converge and exchange missile-fire, then the pikemen rush toward each other and try to break through each other’s ranks so the armoured and mounted knights can crush the enemy and cause them to flee before their might.


85 Corinthia This method of fighting leaves Corinthia in the same straits as all the Hyborian nations save Aquilonia: long on archers and knights but short on trained infantry. Infantry is thought of as mere spear-fodder and is not considered an honourable profession. The rabble recruited quickly in times of war to serve as foot soldiers are given minimal training and are easily broken and demoralised. Thus, Corinthian city-states hire mercenaries to serve as trained infantry soldiers. The Corinthian Infantry are commoners levied for three year terms of duty, so most of these soldiers have at least one level in Commoner. They use light lances as spears. They are armed with swords, heavy mail hauberks, breastplates and steel helms. They are also equipped with large shields. Those who do not return to their common lives after their tours of duty are completed join the ranks of the hoplites, the elite infantry force of the Corinthian city-states. The Corinthian Cavalry are professional soldiers fighting under green and gold flags and heraldic devices. They are hard-bitten soldiers who do not put up with cowardice or foolishness. They ride heavily armoured horses, intent on riding through any opposition. They use light lances, heavy mail hauberks and breastplates as well as straight-edged swords. Religion in Corinthia The Corinthians worship Mitra, the ‘universal god of the Hyborians’. The Corinthians, close to Zamora and Koth, are a bit more tolerant of other religions than Aquilonia but the Mitrans themselves remain zealous in their devotion to Mitra. He is regarded as the one true god, a god of light commanding a celestial army and a host of saints. Mitra either condemns souls to Hell or raises them in Heaven. Intolerant piety exemplifies this religion of supposed goodness. The Mitrans prize stately and almost plain architecture, preferring the awesomeness of Mitra over the sweeping, symbolic architecture of the temples to the other gods. It is a point of pride with the Mitrans that their temples as well as their god are different and, to their eyes, superior to the others. The Mitrans do not worship statues and do not sacrifice humans or animals to Mitra. More information on Mitra and his worship can be found in Faith and Fervour. Anu and Others Anu is another god worshipped in Corinthia. Anu is a Shemitish god, a sky-god symbolised as a bull that controls the weather. He is a creator god as well, having fashioned the world and humanity from his own thoughts. He is worshipped with curious rites in front of obscene brass idols that often involve the sacrifice of bulls and cattle. He is a fearsome deity and not to be petitioned lightly. He does not like to be bothered with day-to-day concerns and his attention is often wrathful. His worship is meant to appease him, not to demand things from him. More information on the worship of Anu can be found in Faith and Fervour and Shem – Gateway to the South. The presence of Anu in Corinthia indicates that other Kothian or Shemite gods might also be worshipped there. Zamorian gods might also be worshipped close to the Zamorian border. Corinthian Government Corinthia is ruled by a king who commands imperial legions, yet opposing political factions are rampant in the city. Corinthians are ruled by bodies of politicians and a king reigns supreme over that senatorial council. The Corinthian senate, composed of delegates from each of the city-states, does not pass law. That is the power of the king. The senate does, however, control much of foreign affairs and internal political arenas, as well as advise the king, which is its primary purpose. As in many kingdoms, murder is illegal in Corinthia unless sanctioned by the king or in defence of self and home. Slavery is perfectly legal. Major Geographical Features of Corinthia Corinthia is a triangle of land south of Brythunia, west of Zamora, east of Ophir and north of Koth. Its landscape is mostly dominated by the Karpash mountains, which run along its south-eastern, southern and south-western borders. A portion of the southern ‘point’ of Corinthia is desert where the city-states of Kamalla and Zahmahn are located.


86 Corinthia The northern reaches of Corinthia are agricultural plains and rolling hills. Through here passes the Road of Kings, where most of the larger cities and towns lie. The west is dominated by forests that rise on jagged mountainous ridges until the Karpash Mountains rise above the treeline, separating Corinthia from Ophir. Robert E. Howard did not set any stories explicitly in Corinthia, so the information here comes from alternative sources. Bloddolk Forest – The Bloddolk Forest is a reputedly haunted forest northwest of Mornstadinos. The forest is home to carnivorous trees, bizarre plants and unseen denizens that dance just out of sight. Most of the inhabitants are not deadly, merely curious; however, it is better not to rile them. Bloddolk is a dense wood and travel through it is difficult. A wide, deep river with only two or three fordable spots also moves through the area. Dodligia Plain – The Dodligia Plain, north of the Bloddolk forest, is huge, flat and bare save for the occasional butte and a few rocky ridges. An odd peak sits alone on the plain, a mountain without a range. The mountain, called Castle Slott, is honeycombed with tunnels and rooms, although much of it is collapsed and destroyed. River Corinthia – This river runs through the eastern part of Corinthia. It is a wide, easy-flowing river the source of which lies in the Karpash Mountains. River Olympos – River Olympos feeds at least three city states in western Corinthia. Sea of Gray Despair – This ‘sea’ was once the site of a great city during the years Acheron, Zamora and Stygia ruled and Corinthia was a fertile trading ground between the powers. The great city reared here was both powerful and rich until a barbaric enemy from the lowlands, possibly another wave of Hyborians, razed the city and ruined the surrounding land with salt. Ultimately a great curse was laid on the ground. Over the centuries the land has recovered somewhat, although it is still a bleak wasteland. This wasteland is in the central regions of Corinthia and men fear and avoid it. Werewolves haunt this foul plain. Karpash Mountains – The Karpash Mountains are an extensive range of mountains that extend from Zamora to Ophir. From the Corinthian side, the approach to the Karpash is one of many forested ridges that slowly build up to becoming the rocky Karpash range. Several passes between Corinthia and Zamora are named in the apocryphal texts, such as Donar Pass, Haraan Pass and the Haunted Pass. Haunted Pass – High in the Karpash Mountains on the north fork of the Corinthian Road, the Haunted Pass between Corinthia and Zamora is noted for the eerie sounds the winds make there. A haunted lake, Spokesjo, lies at the top of the pass where undines live. Mount Turio – This ice-capped mountain was once the tallest peak in the Karpash range between Zamora and Corinthia; however, it turned out to be volcanic and the mountain exploded ten million years ago, blasting the top half of the mountain into volcanic ash. Time healed the wounds and an icy, deep crater lake filled with Sargasso weed remained. A recent re-eruption destroyed the lake. Western Pass – With a reputation for being peculiar, this little used pass through the Karpash Mountains crosses from Corinthia to Ophir. A stark, square keep constructed of stone and manned by Corinthians watches the pass. A ghostly, ancient ruin, a temple to the demon Kthantos, haunts this lonely site.


87 Corinthia Important Corinthian Cities Most of the larger cities are built along the Road of Kings where the economy is the strongest. Nearly 100 towns, seventeen cities and one metropolis lurk along that stretch of road, housing over 734,000 of Corinthia’s seven million residents. Away from the Road and along tributaries of the Road and various rivers, the towns grow smaller and smaller, giving way to nearly ten thousand different villages, hamlets and isolated farms and homes. Over 250 castles and forts have been built and remain standing, with some dating as far back as Acheronian times. Almost 35 percent of those forts are now abandoned, lost due to changes in trade flow, conquest, monsters or even magic. The cities of Corinthia use the fertile soil around them to great advantage. Most of the ground is used for crops or herds of animals, not for villas or noble estates. Most cities in Corinthia tend to be sprawling affairs, with little or no central planning, just haphazard construction when more space is needed. Poorer sections of town are not paved and are quite filthy. Corinthian buildings usually have window ledges that run continuously around the outside of the building. Conan mentions sewers while under the house of Nabonidus, so the wealthier districts of the towns have some form of sewer system. Most Corinthian city-states are built near or on rivers. Robert E. Howard does not mention a Corinthian capital city in any of his stories. Indeed, unless one counts the nameless city of Rogues in the House, Howard does not even describe a Corinthian city. All of the cities listed below come from alternative sources. Anuphar – Lying strategically upon the Road of Kings, Anuphar is another prosperous city-state in Corinthia. It lies upon the Road of Kings and is the home of Hobb, a companion of Conan around the time of Black Colossus. It has over 10,000 residents. Athros – This is an extremely powerful city-state that once had dreams of empire under King Zhenkri, called the Lion of Corinthia. That king was slain by Conan. Still powerful and militant, this city controls a large section of meadowland in central Corinthia. It lies southeast of Polopponi and several leagues to the east of Sea of Gray Despair. It has a population of around 12,400. Athun – Athun is a Corinthian city-state. Athun is a rival to Sarta. Atilleos – According to Roy Thomas, this Corinthian citystate borders rival Menalos. It is not far from the ruins of Lanjau. It has a population of 5,500 Ezar Bar Q’um – Ezar Bar Q’um vies for power over neighbouring Khumar Rhun. It is located in a mountainous region. Kamalla – Kamalla is a small city in the desert of southeastern Corinthia. It is a walled city that was once visited by slug-like sorcerers from another dimension. 7,800 people reside there. Karphur – Karphur is situated on the border between Corinthia and Ophir, half of the city in each nation. It is a trading city that claims independence from both nations. Both men and women comprise the Karphur Guard. The city-state also controls a silver mine on the Corinthian side and divides the silver equally between both nations and the city-state. Its people are a blend of Corinthian and Ophirean and have an arresting look. The city shows both Corinthian and Ophirean influences in its architecture. The tallest building is a tower with two points. Khumar Rhun – Khumar Rhun, located high in the mountains, battles primarily with its rival city-state, Ezar Bar Q’um. The spired city, accessed via an arched stone bridge over a deep cleft in the mountains, boasts of a labyrinth. Ishtar is the primary religion here. Lanjau – Lanjau is an ancient Corinthian city that is now in ruins. It was guarded by a giant lizard-dragon before it was destroyed in a great earthquake and spouts of flame. It has a rumoured treasure horde that is guarded by giant mummies. It lies near the city of Atilleos but is located on no map. Lonika – This is a city-state of the fertile meadowlands in central Corinthia. It lies southwest of Polopponi but was razed by King Zhenkri of Athros. The only recorded survivor was Princess Kassa, who lived there as a hostage of good faith. She has since returned to her father, the king of Polopponi. Menalos – Menalos is another Corinthian city-state and is a rival of bordering Atilleos. Much of its army died of the purple plague in Lanjau. Their armies still refuse to enter that forbidding ruin to this day. It has a small population of 5,400.


88 Corinthia Mornstadinos – Mornstadinos is a city-state in eastern Corinthia. Its narrow cobbled streets are a confusing morass of alleys, dead ends and by-ways. Stables are built next to grand temples next to open air markets. One of the inns in the city is known as the Milk of Wolves Inn. Once destroyed by a tornado, it has since been rebuilt. Another inn is the Smoking Cat Inn. The guards of this city are corrupt and easily bribed and the merchants are willing to haggle. The citizens call Mornstadinos ‘The Jewel of Corinthia.’ It is a walled city with squat buildings. Some small industries work here. The buildings, even the small mansions of the wealthy, are made of adobe and stone. It has some 11,000 residents. Naplonia – Naplonia is a western Corinthian citystate. The estate of Baron Strakkus, an elder statesman of Corinthia, lies here. Baron Strakkus is apparently a sorcerer who guards a gate to another dimension – his home dimension. The gateway collapsed into rubble after Conan and Red Sonja escaped from Strakkus’ clutches. It has about 4,000 residents. Nywenth La – This Corinthian city-state lies in the southern portion of Corinthia and is a sheep-raising community. There is a nearby lake hemmed in by mountains. The king of Nywenth La once promised his daughter Gywnella to the king of Berthalia in Brythunia to seal a trading alliance. Apparently Nywenth La does not lie on the Road of Kings and needs such trading alliances to increase its sheepherding economy. Gywnella eventually ran off with her Corinthian lover. Nywenth La has 3,560 residents. Polopponi – Polopponi is a marvellous city-state in the meadowlands of central Corinthia. It was built upon a tor along the Road of Kings, towering and majestic over the surrounding plain. This city-state exchanged royal children as hostages with the city-state Lonika at one time. The walls of this glittering city are decorated with fantastic designs. It is ruled by King Kerbogha and his blind daughter, Kassa. The city is prosperous because the king made a bargain with a demon, a deal that eventually cost him his son. Polopponi has a 40,800 residents. Sonos – Sonos has several stone-and-wood buildings and straw-covered dirt streets. The straw is replaced every couple of days. The homes are round buildings with thatched roofs, except for the smithy and the meeting house, which have high roofs with wooden shingles. The meeting house is made of stone and mortar and has slit windows; it is a place of refuge in case of attack. Soldiers in Sonos wear breastplates and wield spears. Tebes – This walled city has arched roofs of green copper. Statues dominate the steps of most public buildings. Every hill and rise is accentuated with architecture. Streets are built along the lay of the land, so they appear haphazard and unnecessarily labyrinthine. One disreputable location in the city is called the Waste, which is where things and people can be hidden from view or disposed of. It is similar to the thieves’ quarters found in many Zamorian cities. The establishments have at least two guards and there are plenty of bodies just lying about. Most people in Tebes will not discuss the place. Tebes also has an extensive sewer system and a network of ancient catacombs. The city is built over a branch of River Olympos. Vesci – Vesci is a town of western Corinthia. Usually omitted from maps, its economy is virtually bankrupt, a forgotten village that now has turned decadent and villainous. Crime and sin abound. The worst of the criminals can be found in a tavern called ‘The Rat’s Nest.’ A sorcerer obsessed with eyes once lived far outside the city but was later hung for an inconvenience done to the Captain of the Guard. Despite its poverty, Vesci still has enough land to provide serfdoms for several barons. Zahmahn – Zahmahn lies in Corinthia on the main pass between Koth and Corinthia. The city-state is ruled by Queen Yaila, a former slave until Conan made her a queen. Her husband is Lord Godrik. The city was founded by a Kothian exile named Zahmahn. After the Kothian’s death, only queens have ruled the city-state. Conan once battled a tentacled thing here he suspected may have once been human. The city has tall towers and minarets. Zahmahn has a population of 13,000. Corinthian History Corinthia was a kingdom even during the time of Acheron, although it was distinct from that vile realm of purpled towers and nefarious necromancies. Orastes of Nemedia tells Xaltotun that Corinthia regained its independence after the fall of Acheron. This implies that Corinthia was at one time an independent state that came under the thumb of Acheron.


89 Corinthia Zamora and Acheron existed at the same time and traded with each other. This trade took them through the mountainous regions where Corinthia was formed, probably by Acheronians and Zamorians interested in protecting trade routes from barbarian raiders, or even from Stygian raiders from the south, which shared coterminous borders with Acheron. When the Hyborians raided from the north, pushed by successive waves of northern barbarians, they could not invade the stronger Acheron or Zamora, so they settled in the wild expanse between and south of the two dark nations. These early Hyborian states never amounted to anything more than city-states because they were continually supplanted by new waves of Hyborians from the north, overrunning and destroying what was built only to build again. The last wave of Hyborians to enter the region were a tribe calling themselves the Corinthi, probably led by a King named Corinth. To the north of them were the Nemedi and north of the Nemedi were the Aquiloni. The Corinthi, who subjugated earlier Hyborian tribes and mingled with the Zamorians, eventually fought the Stygians and helped push them back out of the mountains and fields of Corinthia. For a short time Corinthia was an independent state but later fell under the dominion of the Acheronians. Fortresses were built along the trade routes between Zamora and Acheron and became the city states of Corinthia. Eventually, through prolonged contact with Acheron, Stygia and Zamora, the Hyborians became stronger, stealing their technology but avoiding their decadence. Eventually, the Hyborians rose against Acheron and overran it. That Zamora stood strong indicates that either Zamora was militarily stronger than Acheron or Stygia, or that they helped the Hybori. All was not so well for Corinthia, however. Its city-states depended upon trade for their economy. When Acheron fell, so to did the trade. What was independence if the people starved? Concerned with their own economy and internal problems, Corinthia gained little when the Hybori carved up Acheron. The Corinthians knew that trade had to flow, so they started building the Road of Kings, connecting it to pre-existing roads. The city-states, which often collected tolls and other tribute from earlier Zamoran-Acheron trade, agreed to reduce or eliminate such barriers in order to encourage traders moving from the east and south into the growing kingdoms of Aquilonia, Argos and Nemedia to use a route through Corinthia. Once trade was restored, Corinthia settled into its new role and, to this day, still maintains the Road of Kings. Corinthia remains dependent upon the trade of the Hyborian world for its economy. Creatures of Corinthia Corinthia seems to be haunted by more than its share of were-beasts. Mammoths wander the hills and cleft valleys of Corinthia. Hill panthers, condors and carnivorous trees are also relatively common there. Some lakes are haunted by water spirits called undines. Adventure/ Campaign Hooks The Mitrans have tired of the cult of Anu and have decided to burn the temples and kill the priests as criminals and sorcerers. The crags and valleys of Corinthia hide tribes of aboriginal ape-humanoids as well as Acheronian ruins. Characters can try to find these ruins in search of ancient treasures. During a joust at one of the major Corinthian cities along the Road of Kings, a stranger wearing the armour of Khitai enlists. He lasts nearly the entire tourney, downing several foes before he himself falls. He does not rise and when they lift the flaring great helm with face mask, onlookers find an empty suit of armour. This entity has returned for the past five years, each time with the same result. It is nearing time for the annual joust again... The older kingdoms of Ophir, Corinthia, and western Koth, which had been subject to the kings of Acheron, regained their independence with the fall of the empire. – The Hour of the Dragon


90 Darfar Darfar is one of the northernmost of the Black Kingdoms, located just south of eastern Stygia. The Darfari are herdsmen and farmers, living in the swamps of the east and the savannas of the west. The Darfari do not occupy the dragon-haunted forest belt. The Darfari are also notorious cannibals. During the rainy season, they move to semipermanent villages of thatch to grow millet, sorghum and other grains. During the dry season, they take their cattle to the savannas and fields for grazing. In racial make-up, the Darfari are closer to the southern blacks than they are to the Kushites. The Darfari are deeply dark skinned, tall and lithely muscled with extremely kinky and coarse hair. They have short, broad and nearly straight noses. As a race, the Darfari strongly dislike facial hair, so it is usually plucked out. Their chest and forearms are quite hairy. Probably their most distinctive characteristic is their filed teeth. Both sexes file their front teeth (the incisors and canines) to fine points, which is seen as attractive throughout Darfar. They tend to walk with a slouching gait. The women of the Darfar tribes typically have almond-shaped eyes. The Darfari are quick to take offence and are fiery in temperament. They are utterly indifferent to human life, which makes them dreaded by neighbouring tribes. The Darfari are ferocious and treat prisoners badly, often allowing them to starve if they are not eaten. The Darfari are also rather indolent, preferring to avoid work if possible. The men would much rather sit in the main hut of their village (the palaver house) and make thatch or fishing lines. They will laugh at even the slightest hint of humour despite their warlike, vengeful nature. The savage Darfari are regarded as thieves and murderers, without a hint of basic trustworthiness. Still, they are considered valuable as slaves. Most adventurers are likely to encounter Darfari as slaves in Shem, Turan or Hyrkania. The Darfari speak a guttural language. Strangers in Darfar greet each other by grasping one another’s upper arms, then, after a slight pause, clasping each other’s wrists. Friends greet each other by embracing. Darfari Clothing, Hairstyles and Ornamentation The Darfari wear few clothes. Adult males usually go naked except maybe for some beads around their necks or their wrists. In some civilised regions they may wear loin-cloths. They may also adorn their noses, ears or lips with rings of ivory or precious metals. Adult women are usually nude in the villages but may wear goatskin skirts or plantain girdles with long, dried grass hanging from them when travelling outside the villages. Children of both sexes go naked. The chief of a tribe wears a leopard skin cloak to signify his standing. Modesty is a civilised concept quite beyond the ken of the Darfari. Grooming is important to the Darfari; the men mould their hair into grotesque shapes with twigs and dried mud, sometimes over a wooden base. Darfari men remove facial Darfar The Cannibals of the South It was a gigantic black man, naked but for a loin cloth. One hand still grasped a knotty-headed bludgeon. The fellow’s kinky wool was built up into hornlike spindles with twigs and dried mud. This barbaric coiffure had given the head its misshapen appearance in the starlight. Provided with a clue to the riddle, Conan pushed back the thick red lips and grunted as he stared down at teeth filed to points… the man on the floor was a cannibal slave from Darfar. – Shadows in Zamboula


91 Darfar hair through plucking; both males and females find facial hair disgusting. Some tribes stain their hair red with cow urine. Darfari women wear their hair long in most tribes but a few tribes prefer their women to shave their hair except for a long top-knot; the women of these tribes also shave their eyebrows. In addition to shaping the hair, some Darfari tribes practice techniques of cranial binding on infants in order to shape their skulls into elongated or even heart-shaped forms. Cranial binding does not affect intelligence (there is no modifier to the Intelligence score) but it can give the tribesman a sufficiently weird appearance to an outsider. Darfari enjoy ornamenting themselves with jewellery. Brass or ivory anklets and bracelets are especially welcome with women in Darfar; they even put them on infants. Women also enjoy wearing numerous rings (although these do not signify status or marriage) on their fingers and/or toes. Brass wire is another sought after ornamentation; it is worn wrapped around the forearm from wrist to elbow. Men, women and children all enjoy wearing necklaces. The necklaces are made from plaited grasses with beads, small animal hoofs, teeth, small skulls, beans, elephant tail bristles or tusks depending from them. The Darfari, like many other Black Kingdom natives, use body paint for ritual and decorative purposes. Red or blue paints are the most common, although white is worn by witch-doctors. Typical patterns include arrow-heads, bands, dots or handprints. Red body paint is made from the bark of certain trees and dark blue body paint is made from tree fungus. The body is covered in dust or mud when a person is in mourning. Tattooing is also common and uses a mixture of ashes with the blue pigment from tree fungi. Sex Roles in Darfar The sex roles in Darfar are clearly defined, especially in regards to the division of labour. Men hunt and herd and women cook. Boys are taught to fish, herd and hunt while girls are taught to cook, make pottery, weave baskets and mats and care for the children. Men till the fields but the women plant the crops. Women and children sleep in the houses while men sleep in the cattle pens to watch over the family wealth. Only men are permitted to be blacksmiths because of the ‘magic’ involved. Men herd cattle and the boys practice by herding sheep and goats. Males and females bathe together in the rivers and pools without regard to modesty. Love and Marriage Prior to marriage, Darfari girls do as they please in sexual terms; virginity, chastity and virtue are not held in any sort of esteem. It would be uncommon to find a maiden much past puberty in any given tribe. The Darfari see polygamy as an ideal situation but in practise most men only have one wife because of the ‘bride price’ payment and the lack of possessions most Darfari males have. Darfari are required to marry outside their clan. Grooms pay a ‘bride price’ to the bride’s family, which creates an alliance between the two clans. If a woman’s husband dies, her husband’s brother is expected to marry the woman (without the need for a further ‘bride price’ payment) in order to provide support for the widow and any children. If a Darfari warrior has more than one wife, all the children are raised together as members of the same family. The various wives typically cooperate but each wife is ultimately responsible for her own children. Adultery is common in Darfar and one of the chief reasons for raids and warfare between the villages and tribes. Wives are loaned to all guests. Property Darfari own few material possessions. Men usually have a few weapons and the family may own a house, a dug-out canoe, tools, pottery and woven goods. Most homes have a block of iron for an anvil and many tribesmen have some basic blacksmithing skills. Some who have been lucky in trade may have iron or brass cooking pots instead of the native clay pots. Virtually all Darfari property is filthy. Pots are simply rinsed out after use, not scrubbed. The Darfari are, however, notably greedy for possessions and can usually be talked into many endeavours in exchange for goods. Darfari Houses The Darfari live in bee-hive huts or cave dwellings. The bee-hive huts are made with mud walls and have conical roofs of thatch. These houses are well built and the walls can last up to 20 years. The thatch roofs rarely last longer than two or three years, even with constant maintenance. There are no windows. The door is usually just a huge strip of bark leaned against the doorway at night. Over the doorway of each house hangs a bundle of skulls, a fetish given as


92 Darfar a gift to a family by the witch-doctor to protect the house and family. Often other grisly fetishes hang around the house from the roof, usually skulls of men, women and children, with the spines still attached. Some are fullyfleshed heads, their bloated tongues distended, their spines dangling beneath them with bits of gore still attached; these are more potent fetishes paid for with many oxen or goats to the witch-doctor. The houses have dirt floors that are beaten down hard. Beds are side-by-side long poles supported by forked branches. Usually two beds are found on either side of a house with a fire pit in the centre, beneath a hole in the ceiling. Stools, bowls, gourds, baskets, hanging shelves, boards and other implements can be found throughout a house. Hooked tree branches depending from grass ropes hold food and weapons. Bones and skulls hang from the roof as macabre wind chimes. Along the back wall is the aforementioned reliquary containing the bones of the father of the oldest Darfari male living in the house. The women and children live in the houses, while most of the men sleep in the cattle pens to protect the only wealth they have, although the houses are otherwise used by the entire family. The cattle pens are larger than the houses and have mud roofs. Darfari tribes in and around swamplands live in permanent villages that are built on high ground. They use irrigation to water the crops. During the dry season, the swamp Darfari move down into temporary villages closer to the waters (March through September). Temporary houses are made from bark, tree limbs and thatch instead of mud but are otherwise identical to the permanent houses. Darfari Weapons The Darfari prefer bludgeons as weapons as they feel that beating their enemies to death retains the flavour of the meat far better than slicing it open and letting the blood spill upon the earth. The Darfari also use bows and arrows for hunting birds. Spears are also commonly used weapons, especially when they are not killing for food. Fishing nets are also commonly found among the Darfari. Villages Darfari villages are built along trails, the houses built end to end along both sides of a trail. Each family has a house. At the end of the village is the palaver house. Behind the houses are the cattle pens. A stockade is usually placed at the opposite end of the village and the palaver house may have its own stockade. Some towns may have a stockade around the entire village. The palaver house is the centre of the village, where the headman holds his meetings. The men, when not hunting or working, like to sit in the palaver house and gossip, perhaps working on fishing nets or batches of thatch. Visitors are usually housed in the palaver house. A guest visiting a village is expected to go to the palaver house first and greet the headman of the village by dropping to one knee. Guests are always served food by the village women. If the guest has a host, the host is expected to share his wives with the guest; otherwise, the headman shares his wives. Prisoners are usually kept chained in the palaver hut. The palaver house is decorated with skulls and spines, especially around the door. The bones of the founder of the village (if he is dead) are also hung in the palaver house so his spirit may continue to protect and lead the village. Walking through a Darfari village can be a disconcerting experience for an outsider. Quantities of human and animal intestines can usually be found strung out to dry on sticks throughout the town; human bones can be found in fire pits and decapitated heads and skulls hang above all the doors. Social Standing To achieve any form of status in Darfari culture, a person must be seen as generous and a good provider for the tribe. He must be a good hunter and have wives and children. Giving generously boosts one’s Reputation score by +1 or +2, although this bonus can usually only be gained once per quarter. The Darfari do not use dress or costume to signify status beyond a leopard skin worn by the tribal chief or headman. Indeed, the older a man is the dirtier and more ragged his clothing, regardless of his status and Reputation. Trade and Economy The Darfari are hunter-gatherers and their grasslands and jungles are filled with ferocious game and fertile soil. Stegosaur-like dragons, wild cats, snakes and birds live in the southern jungles and swamplands. The hot grasslands in the north host elephants, giraffes and cheetahs. The Darfari also harvest ivory from the elephants in the western reaches, or perhaps they poach elephants from Kush. In addition, the Darfari herd goats, sheep and


93 Darfar cattle. Cattle are the root of Darfari economics, their source of wealth. Darfari have some sense of money, using iron arrowheads in bundles as a measure of value. A single iron arrowhead (or an equivalent amount of iron) is called a beki. A bundle of ten beki is an ntet. A dowry is typically something valued at ten ntet or a hundred beki. Women are their primary trading commodity. Goats are also traded with some frequency, considered by most Darfari to be only slightly less value than women. Cloth is the third most commonly trade good. Salt is highly sought after in trade. Millet and tobacco are also deemed trade goods. Further, the Darfari trade in the dead. Unless the dead is a chief, the Darfari will trade their deceased with neighbouring tribes, for they do not eat their own clanmembers. Chiefs and other important persons are buried. The Darfari Military The Darfari enjoy feuding. The military strength of the Darfari consists of all able-bodied adult males. There is no formal military organisation or training in Darfar and thus no real soldiers; all experience in handling weapons is gained through games of skill, the hunt and actual fighting. Darfari men spend their entire boyhoods on the veldt tending cattle or in the darkest of jungles hunting prey and they become tough and strong as a result. A headman is assigned to lead raiding parties. The headman is tasked with carrying a war fetish created by the shaman. While one party attacks a village at night, others wait in the forest, grasses or swamps (usually around the existing paths used by the villagers) around the village to catch anyone who runs from the raid. A raid is typically carried out by sending two men from the war party into a town. The two men steal into town, knock on the door of a hut and claim to be travellers in need of food and/or shelter. Once the door is opened, they attack everyone inside – loudly in order to awaken the village, who then chase after the two murderers. The two men run toward the waiting tribesmen with the whole town in pursuit. The waiting Darfari tribesmen ambush the villagers as they chase the two down the paths. Unless the feud is particularly bitter, usually the fight breaks off after the fall of a handful of warriors. The fallen are dragged off to be devoured and any prisoners are taken to be tortured and/or eaten later, often at the celebratory dance following the raid. Darfari women are non-militant and usually quite unable to fight. The Darfari enjoy attacking women because they deem the act completely safe. Other war parties attack women at their work or at the rivers when they are gathering water. If this happens during the course of a war, whole towns may suffer famine because the women will not leave their huts to find food or water for fear of being killed. The Darfari are afraid of witches and know that blood is a fetish (magical link), so they are careful not to let anyone but a friend approach them if they are bleeding. Entertainment and Diversions Social activities are important to the Darfari as they are for most cultures. Gossip The favourite pastime of the Darfari is gossip. The women talk while working and the men sit in the palaver hut and talk while working on fishing nets or thatch. The men will work happily if they can do it in the palaver hut so they can talk but will usually make women do anything difficult that requires real labour. Strangers come to the palaver hut and speak with the headmen and the men gathered there. The men dislike being away from the palaver hut in case something important needs to be discussed – such as a raid or war. If possible, when something needs to be done away from the hut, the Darfari will wait until everyone needs to leave. Dancing The Darfari love to dance. Like most Black Kingdom tribesmen, the Darfari use almost any excuse to dance. They always hold a dance at the time of the new moon. When dancing, the Darfari wear long armlets of grasses and anklets of shells. Their rapid dance movements are obscene yet graceful. Drums keep a constant time while torches flicker around the dancers. Usually a dance begins at the onset of darkness and continues until dawn. One important dance is the famed ‘moon-dance.’ Each month when the moon is full, the Darfari hold a dance to figuratively ‘eat’ the full moon, using captives as standins for the moon. This ritual sends the moon on its journey toward darkness and rebirth.


94 Darfar Fishing The Darfari love to fish using fishing nets, hooks and traps. They go out into the rivers and swamps in dugout canoes. Usually a woman or child handles the steering and one man chants a song for the rowers. Fetishes designed to bring luck to the trip and safety for the tribesmen hang on the canoe, including skulls and other bones. Women and children look for fish in the mud along the banks. Art The Darfari enjoy poetry and song. They have different songs and chants for different activities. The Darfari have work songs, celebratory songs, cultural songs, ritual songs, war songs, historical songs and flattering songs for ancestors, spirits and friends. The most interesting use of song is in a ritual competition to resolve legal issues. Darfari characters involved in legal proceedings come before a chief or leader and make opposed Perform (song) or Perform (chant) checks. Drumming usually accompanies most ritual chants and songs. The Darfari also create wooden reliquaries to honour their ancestors. Other forms of art, such as decorative art on pottery or weavings are typically nonreligious to avoid offending a spirit or god with a mortal depiction. Often such art revolves around the depiction of human heads or skulls. The thrones of the chief and his weapons are also heavily decorated. Health and Medicine Medicine in Darfar is extremely primitive. Illness is not considered to be a failing of the body but the result of ‘witches’ in the body. The more severe the illness, the more ‘witches’ are within the body. Essentially, each symptom is the result of a separate ‘witch,’ so a person with five symptoms is said to have five ‘witches’ within. Most healing is done through a combination of sympathetic magic and herbalism. Even a basic Heal check is made with magic words, fetishes and herbs. Diet The Darfari eat three meals per day and can often be found snacking on tubers and nuts between meals. Meals may be taken in their houses or the men may decide to eat in the palaver house. Women may serve the men in the palaver house but never eat within it. At birth, each Darfari is assigned a taboo food that he is thereafter forbidden to eat; the taboo varies from individual to individual and is divined by the witch-doctor when the child is brought to him by his parents. Beyond this restriction, the Darfari will eat nearly anything, preferring meat. They eat tubers, nuts, sweet potatoes, crushed gourd seeds, bananas, snails, plantains, millet, fish and virtually any animal meat (including human) they can find, including small rodents and snakes. Blood from a slaughtered animal or person is collected in bowls and cooked with oil. The Darfari smoke and sun-dry some of their meats to take on journeys and for snacks. All cooking is done by women in the tribes. Stews are common. Most food is highly seasoned with hot peppers. The Darfari primarily drink water, although if they can get rum, coffee or tea, they feel their status is elevated. A person’s taboo food may only be eaten when he is given permission by the witch-doctor, for taboo foods are considered extremely potent magically. A witch-doctor may chew his own taboo food while casting certain powerful spells to increase his magic potential. The Darfari are most noted for their cannibalism. The Darfari eat other food as well – it is doubtful they look among themselves for food, for example. They live in a blistering land dense with an amazing variety of potential food sources. The primary food of the Darfari is millet. Their basic dish is a heavy porridge made from spiced millet. Milk is usually consumed alongside meals. Cooking is usually done outside in fire pits. Cannibalism is not just an example of perverted dietary preferences among the Darfari; their ghastly cult demands such gruesome fare. The eating of people is a matter of ritual and symbolism. They do not eat just any old carcass. They do not eat their own relations but may sell their dead relations in exchange for the dead relations of the others. They also do not typically keeps slaves or prisoners and fatten them up for later consumption. They do not eat the sick – their bodies are simply thrown into the forest. The cannibalism of the Darfar is ritualistic and grisly, part of their daily life as proscribed by their vile religion. In Zamboula the Darfari practise their cannibalism at night only but it is likely that in their homeland the A chanting rose to the night, vibrating with savage exultation. – The Man-Eaters of Zamboula


95 Darfar Darfari are shameless in their cannibalism and practise it even in the light of day. They keep few slaves themselves, eating any prisoners they might take in war, although they probably buy slaves from the southern kingdoms and eat them as well. Probably their chiefs receive the choicest portions. The skulls of their victims decorate poles outside their huts and the hands and feet decorate trees outside their villages. The Darfari believe that the flesh of a human tastes better if that human has been frightened and forced to run in order to try to escape, so they will usually try to arrange a chase instead of just killing someone if possible. When the victim is caught, he is made to sit on the ground with his feet under his thighs. His hands are place in front of him. The Darfari then bind the victim so that he is completely immobilised. In this posture he is lifted and placed in a pit lined with red hot stones that were heated by the women while the men bound the victim. The victim, still alive if all has gone well, is then covered with leaves and earth in the cooking pit to be roasted alive. After the victim is cooked, he is taken out of the hot pit and to the palaver hut to be offered as a sacrifice to the black gods of Darfar. Some tribes paint the victim black at this point. Once the ceremonies are complete, the body is removed from the palaver hut, cut up and distributed to the tribe. Religion in Darfar Basic Cosmology The basic cosmology for the Darfari is one of continual strife between the physical world and the spiritual world. Theirs is a bleak religion of primitive animism. Everything is possessed of spirits and spirits are everywhere. The point of Darfari religion is the placation and entreaty of these spirits on behalf of the person or tribe. Many applications of a character’s skills give a Darfari character cause to exhort a spirit in charge of an activity; for example, before attempting a Heal check on someone, the Darfari will give a short plea or offering to a spirit in charge of health, or attempt to bargain with a disease spirit to leave. Before moving stealthily through a field of grass, a Darfari may request the spirit of the field to give him quiet passage or pray for a noisy spirit to leave him. Any Darfari who does not do this may suffer a –1 penalty to the check he is about to make (this does not apply to any check deemed to be routine or that does not have consequences for failure). The penalty reflects the strength of his belief in the spirit world. Everything is an omen or sign and anything the Darfari sees as dominant or great obviously has a powerful spirit in need of placation. The Darfari who passes an especially large or ominous tree or rocky outcrop will leave some offering, even if it is but a small pile of stones or a bit of food, before moving on. This belief is so strong that any Darfari who knowingly does not do this will suffer a –1d6 penalty to all rolls he makes thereafter until he feels he has atoned for the slight. The Darfari believe that spirits who feel ignored will attack with disease and misfortune. The Darfari religion is tribal, so they do not try to explain their religion nor do they try to convert others. One is either raised with the tribe to believe in this religion or one is not – and is therefore forever an outsider. Overall, the religion is designed to reinforce the need for community among the Darfari, to strengthen the tribal ties. The Darfari believe spirits abide within everything – including parts of themselves. The Darfari are quick to burn hair that is cut or plucked from them and do not let strangers near their blood if they are bleeding. They know the spirits within hair and blood can be used for witchcraft.


96 Darfar The moon is a particularly powerful spirit. During each full moon, the tribes gather to symbolically spear and eat the moon, using captives as convenient (and tasty) standins for the distant spirit. The moon then gives up its cosmic secrets and tells the tribes when fishing will be good, when planting should begin and what the weather will be like. The Milky Way is another powerful spirit, one that keeps time and seasons. Proximity Proximity is a potent concept in Darfar. Everything is a part of everything else and is close spiritually if not spatially. Rituals return the Darfari to the sacred times of their ancestors because the past is close to the present, which is also close to the future. Things that are distant from their origin are seen to be weaker, so a son is weaker than the father and a tribesman away from his tribe is weaker than a tribesman with his tribe. The dead are closer to the Source of All Things than the living, so spirits are more powerful than mortals. Prayer Words Words and language are powerful forces in Darfar, so each Darfari is given a secret, magical word by a witch doctor. This magical word is uttered as a prayer by that individual Darfari. Afterlife After a person dies, the Darfari believe his soul is free to animate any animal it desires. Alternatively, it can join the spirit world and thereafter be one of the spirits plaguing or helping mankind. A Darfari will often keep the skull of someone he has killed as a fetish. The Darfari will pray to the skull by saying the skull’s name; they believe any request made upon a spirit in his living name will be honoured by the spirit. Many Darfari take the Dabbler feat because they believe in the power of skulls and use them as the focus for their sorcerous spells. Games Masters may also simply grant a Darfari character who performs this charm an appropriate bonus to a skill check or simply cause a desired event to occur (the Darfari may ask a spirit for a chance to meet a beautiful woman or for good fishing conditions), especially if it works in favour of the adventure’s plot. The Power of Dreams The Darfari believe their souls undertake journeys during sleep and that dreams are the experiences of the soul during those strange trips. Ancestor Worship Although not to the degree a Khitan worships his ancestors, the Darfari cult worship their ancestors as well. Darfari ancestor worship is limited to worshipping their deceased fathers. When a man’s father dies, the paternal skull (along with other bones) is placed in a reliquary, which is a wooden box with a guardian figure attached to it. The skull is thought to possess the full power of the dead person and these boxes are treated with reverence. A Darfari may ask it for advice, sacrifice small animals (usually chickens) to it for favour and generally worship it. The skull of a man’s father is considered to be an extremely powerful source of magic. The women worship the skulls of their mothers. The guardian figures attached to the reliquaries are carved in an almost obscene manner, with the sex organs of the figure incredibly apparent and greatly exaggerated. Ritual Sacrifice Ritual sacrifice among the Darfari takes a grisly form. A sacrifice is decapitated and its vertebrae removed from its corpse – still attached to the head. The genitals are removed and the rest of the body is dismembered and used for fetishes and magical charms. Gods of Darfar The Zuagirs believe the Darfari worship Yog, Lord of the Empty Abodes, with fiery rites that always end with the consumption of human flesh. Yog, however, is a Shemite or Turanian god of the deserts who burns his victims through the blasting desert sun. Chances are the Darfari do not actually worship Yog outside of Zamboula, if, in truth, they even worship Yog there. Although the Darfari of Zamboula swear by Set, their masters are the Set worshippers. The Darfari do not worship any one particular god but observe a nature religion based on many disgusting gods and numerous dark spirits of nature – animal and jungle spirits that empower the world with magic and life. Witchcraft, sorcery and juju are mainstays of their religious experience, although most of their magic is directed toward spirits to bring needed weather, to encourage a good harvest or to bring about success in war. Darfari magic is not usually directed against terrestrial foes. The spear and club are usually far more reliable against flesh and blood than magic.


97 Darfar The Darfari do have gods, though they do not worship any one more or less than any other. Any spirit or god that is ignored is likely to visit a host of ills upon the people. Their creator god, the Source of All Things, is named Anyambi and other shadowy gods include Nzame (who created people), Mabere (reptile god) and Nkwa (personification of destiny). Much like Cimmerian gods, the Darfari gods are indifferent to the sufferings of man but they insist on being honoured lest they send doom to those who do not honour them. The Darfari WitchDoctor (Nganga) The Darfari witch-doctor, or Nganga, is a herbalist and sorcerer. He can quickly be identified when at work by the white chalk paint covering his body. Witch-doctors generally do not direct their magic at terrestrial foes but instead at the spirits to bring about desired effects, such as success at war or good weather. Spells are entreaties for the spirits to act on the Darfari’s behalf. For example, a Darfari witch-doctor would not cast ill-fortune at a foe; instead, he would ask the spirits to visit revenge upon the foe. The end result is identical but the Darfari has not usurped the right of the spirits to do their job. Those who cast spells directly on people are known as witches and are killed on sight (this is, of course, a totally subjective opinion, as the end result is technically the same). The witch-doctor is also responsible for giving each member of the tribe his magic word, which that person uses as a prayer or charm throughout his life. Witch doctors perform post mortems on anyone who dies by means other than violence. Death by natural causes is an unknown idea to the Darfari. The witch-doctor will cut open anyone who dies of disease or old age and search among the bloody organs for evidence of witchcraft, which is always found. The witch-doctor will cut away the ‘evidence’ and hold it aloft, declaring how many witches cursed the victim and caused the victim’s untimely death. The witch-doctor also creates charms and fetishes. A fetish is anything a person believes is connected to its previous owner – a magical link (see Conan the Roleplaying Game for the game mechanics concerning a magical link). It can include animal or human teeth, hair, fingernails or anything owned by a person. It can also include things linked to the spirit world such as metals and herbs. The Hard Woman (Emunega ane Alerk) One type of magical woman in the world of the Darfari is the emunega ane alerk, a hard woman. There are two criteria to be a hard woman. First, the woman must consistently fail at a given task she is trained to do, though not necessarily at all tasks. Perhaps the woman fails to perform one of their chores – even though she knows how to do it – for at least one entire day. Essentially the woman has a streak of bad luck in one arena. The second criterion is that the woman must then pass that bad luck to a man with whom she had sex. If the man also cannot perform the same activity in the days (or days) following their encounter, then the woman is an emunega ane alerk. She is sent by the witch-doctor into the wilderness to find a certain type of hardwood that only the hard woman can find. When she returns with the fetish, the witch-doctor keeps the wood for his magic and the woman is honoured. She may return to normal or may remain an emunega ane alerk, depending on her luck and her continued ability to pass her poor luck on to men who have sex with her. An emunega ane alerk will usually ornament her nose with porcupine quills to show that she holds or has held this status. An emunega ane alerk may become an acolyte to a witch-doctor if she chooses to wear nose ornaments. Ngil Cult The Ngil is a secret society among the Darfari. Ngil means ‘gorilla.’ By taking ranks in Knowledge (Mystery: Ngil), meeting certain other requirements and undergoing the initiation rituals one can move through the ranks of this cult. The masters of the Ngil wear elongated white masks. These masks are painted white to represent the colour of the dead. Like witch-doctors, working Ngil cultists wipe white chalk all over their bodies. The Ngil are given special respect by the tribes and they may move freely among all tribes as they are considered to be powerful in the combat of sorcery and demons. A Ngil Master is usually summoned by a tribe in such serious sorcerous trouble that the tribe’s witch doctor is ineffective (or already dead). The Ngil master always arrives at night, surrounded by acolytes bearing torches. It is believed that an uninitiated person will die if embraced by one of the Ngil.


98 Darfar The Ngil must keep several taboos, called bityi. The Ngil are not permitted to be witches, nor can the Ngil eat fish with a woman. They must keep their fetish bones hidden from non-initiates. They may not burn wasted food or spit into fire. They may not kick over rotten wood or the stumps of trees. It is believed that the violation of these things will cause the death of the Ngil member – either directly or through the failure of his spells. Women may not join the Ngil cult. Bemvon: This is the initiate level of the cult. To qualify for initiation, the applicant must find a master who will agree to serve as his master. He must give the master a magical link to himself (see Conan the Roleplaying Game for rules on magical links). At this point, the character is an acolyte for purposes of scholar backgrounds. He is initiated in a grisly ceremony and may thereafter take levels in scholar. He may also take ranks in Knowledge (Mystery: Ngil), as taught to him by his master. The Bemvon earns a +1 bonus to Reputation. He must carry torches for higher ranking members and begin to learn the art of crafting masks. The initiation is traumatic enough to qualify the new bemvon to learn the Shamanic Ecstasy spell (see Faith and Fervour) as an advanced or bonus spell, even if he does not learn the Divination sorcery style. He loses any clan affiliation he had. While this serves to weaken the bemvon in some respects, the initiation ritual gives him spiritual proximity to his master. Acolyte: The acolyte is a bemvon who has undergone another ghastly initiation. To qualify for this ranking, he must have at least six ranks in Knowledge (Mystery: Ngil), six ranks in Perform (Ngil dancing), kept all the bityi, served as a bemvon for at least two years and undergone the arduous initiation (which requires no less than three successful Fortitude saves DC 18 – failure leads to death, mutilation or maiming). The acolyte earns a +1 bonus to his Magical Attack score. He may begin to learn Curses, Counterspells, Hypnotism and/or Summoning styles. The acolyte may also command bemvons if his master desires. He is also taught how to craft Ngil fetish bones; he can only have one set, however. He is also taught to construct a fetish-wand (see Faith and Fervour) for himself. The Ngil acolyte earns a +1 bonus to Reputation. Witchman: The witchman is an acolyte who has undergone another ghastly initiation. To qualify for this ranking, he must have at least nine ranks in Knowledge (Mystery: Ngil), nine ranks in Perform (Ngil dancing), kept all the bityi, served as an acolyte for at least two years, created a fetish wand and a set of fetish bones and undergone the arduous initiation (which requires no less than seven successful Fortitude saves DC 18 – failure leads to death, mutilation or maiming). The Ngil witchman is taught to create his mask, a shaman’s mask (see Faith and Fervour). The witchman is expected to learn the Summonings style if he has not already done so. (If he has not already learned demonic pact, he may learn master-words and signs – having this status supersedes the normal prerequisites for the spell.) As a bonus spell or advanced spell, the Ngil witchman can learn the incantation of Amalric’s witchman, even if he does not know the Counterspells sorcery style. A Ngil witchman may have and use up to two sets of Ngil fetish bones. A Ngil witchman gains a +2 bonus to Reputation upon attaining this rank. Master: The Ngil Master is feared and respected throughout Darfar and the surrounding Black Kingdoms. He is known to be able to control and defeat the strongest of evil spirits and the most powerful of witches. To qualify for this ranking, a character must have at least 12 ranks in Knowledge (Mystery: Ngil), be able to cast Summoning style spells, have been a Ngil witchman for at least two years, have crafted a shaman’s mask and have undergone an initiation. The master may learn and cast doom of the doll (from Scrolls of Skelos) even if his Magical Attack Bonus is less than +7 so long as the other prerequisites are met. The master may craft a powerful Totem Mask (Craft DC 30, giving him a +2 bonus to Magic Attack, +2 bonus to Perform (ritual) and a –2 penalty to Spot). The master may have and use up to three sets of Ngil fetish bones. A Ngil master earns a +3 bonus to his Reputation upon attaining this rank. Ngil Fetish Bones These bones ‘contain’ a feat (usually a Skill Focus feat but any feat can be ‘stored’) which can be used once for the expenditure of two Power Points. The feat comes from the spirit abiding in the bones. The crafting of the bones involves rituals that obligate the spirit to perform the requested power in return for Power Points. What the spirit does with Power Points is anybody’s guess. After use, the bones are inert for seven days. Ngil fetish bones only function for the Ngil cultist who created them. Cost: 2,2500 sp. Requirements: Craft (boneworking) six ranks (DC 18 to craft)


99 Darfar Darfari Government Like the Pictish wilderness, Darfar is not a nation proper unified under a ruler but simply a wilderness area occupied by a cultural group. There is no centralised authority. The tribes are autonomous but interconnected through intertribal trade and shared cultural values. The Darfari have clan leaders who handle both the spiritual and political needs of the clan. The chief always has at least one large, carved mask which supposedly allows him to communicate with the village ancestors (Games Masters can use the rules for Craft (mask) presented in Faith and Fervour if desired). The clan leader is also expected to know the clan rituals and so should have ranks in Perform (ritual); he is the focus of most of the clan’s rituals. The clan leader is an arbitrator when necessary and chooses the headmen that lead raids on other villages. The clan leader is a ritualised symbol of authority, not a dictator. He is considered a living pledge of divine favour. The clan chief may levy a tribute from any family who wants to permanently live in his village. In addition to the clan chief, most Darfari villages have a headman or war chief (in some cases, they may be the same person). War chiefs often levy tribute from nearby villages in return for not attacking them. Darfari law is informal at best. Intra-tribal conflicts are often handled with singing or chanting contests in front of the tribe, with each person putting his side of the story into the performance. Intertribal conflicts are a bit more complex, however. The typical solution for intertribal problems follows this pattern: One villager commits a crime or offence against a member of another clan or village. The wronged Darfari travels to a third-party village and kills the first animal or woman he sees. When the owner of the animal or woman comes out, outraged and demanding to know why the Darfari killed his property, the Darfari says that he has been wronged. He identifies the village and the name of the person who wronged him and tells the third-party that the burden is now on him to correct the wrong. The third-party Darfari then travels with the wronged Darfari to the village of the original offender and finds the offender. The third party Darfari demands payment for the loss of his animal or woman. At this point, all parties go to the main street of the village and tell their sides of the story and talk it out before all of the village. They attempt to come to an agreement on how much will be paid to the wronged parties (the offender must offer goods to the original wronged Darfari and to the third-party Darfari if he is deemed by the village to be guilty). If an agreement is not reached, then both of the wronged villages will raid the offending village until satisfied – which could easily escalate into a never-ending feud. The reason for the involvement of the third party is to increase the cost of bad behaviour and, thus, discourage criminal acts. Major Geographical Features of Darfar Darfar is one of the northernmost of the Black Kingdoms, located just south of eastern Stygia. The River Styx cuts through Darfar and feeds the massive swamp in eastern Darfar. Darfar is largely grassland in the north-west. A hillrange separates the grasslands from the southern forests, a dense belt about thirty to thirty-five miles deep. Beyond the forest, to the west, lie open savannas. Capital and Major Cities: No Darfari cities are mentioned in the stories; likely the Darfari live in primitive villages. However, a major ruin, the lost city of Xuchotl, can be found in the forest belt of Darfar. Xuchotl is described in more detail in Ruins of Hyboria. Important Locations: Western Darfar is the location of one of the most impenetrable barrier swamps of the Hyborian age. This swamp is composed of open water in some places, submerged vegetation in others, floating fringe vegetation in still others and includes large sections of seasonally inundated woodlands, grasslands and scrublands. Crocodiles and hippopotami also make their home in the swamp. Other Tribes in the Area Kwanyi – The Kwanyi dwell in the mountains west of Xuchotl, near the Lake of Death and Thunder Mountain.


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